Factorio Clocked Plastic Satisfaction |
- Clocked Plastic Satisfaction
- To my friend, Sawyer.
- My Friend Loves Land Mines V3
- My Favorite Way to Combine 8 Belts
- PyMods Tuuuuuuuphra plantation
- Map alerts for underground pipes and belts that lack a partner
- Factorio labs who worship the devil \(〇_o)/
- Why does this work? Question in comments
- AB: One hour ago, i started a new Iron smelter, and I thought its enough for several next hours... it was a little mistake
- To Connor
- I'm new to the game, and I don't want to fall into the trap of unintelligible spaghetti - is this setup viable for use later in the game?
- Fishing in space?
- Is 1.1 out on stable now?
- Is there a way to have a server pause the game when zero players are connected?
- First attempt at a "mega" base
- Factorio layout for Logitech G910
- Shortcut to jump to an alert on the map?
- Need help understanding trains
- So, I was designing tillable defenses for my city blocks and I noticed my substation power just reaches the edge of my walking path. It's like it was meant to be.
- Looking for a 3D artist to cooperate in mod creation
- The 1.1 UI
- My game automatically updated to 1.1, I’m worried about mod compatibility in my current world.
- Is it possible to disable the outer edge effect in map view?
Posted: 26 Jan 2021 06:49 PM PST
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Posted: 26 Jan 2021 10:51 PM PST I know I lost communication with you years ago, but I remember that we used to play this game a lot. I remember the hard work we put into our world (even though everything we made was janky and barely worked) and since I lost communication with you I actually haven't been able to even get back on the game. We were literally like 5 techs from winning, but I haven't even launched the game since. Man if you do see this id be pretty happy, but if not, let this be a tribute to you. Hope we can win that game soon. [link] [comments] | ||
Posted: 26 Jan 2021 05:11 PM PST
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My Favorite Way to Combine 8 Belts Posted: 27 Jan 2021 06:12 AM PST
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PyMods Tuuuuuuuphra plantation Posted: 27 Jan 2021 03:00 AM PST
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Map alerts for underground pipes and belts that lack a partner Posted: 27 Jan 2021 01:49 AM PST | ||
Factorio labs who worship the devil \(〇_o)/ Posted: 26 Jan 2021 09:28 PM PST
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Why does this work? Question in comments Posted: 27 Jan 2021 05:11 AM PST
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Posted: 27 Jan 2021 05:24 AM PST
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Posted: 27 Jan 2021 01:33 AM PST I saw a similar post like this, and have wanted to do this for a while. If it's not allowed, just delete it. (It really wants a flair for some reason...) When you introduced me to this game, you gave me a lot of great tips. But my computer was bad, and I had a mini-breakdown when I played past the refund time. I took it out on you because I didn't have the language to say "I AM FINANCIALLY INSECURE." I picked the game up on my own years later, and I'm now hundreds of hours in. I wanted to say thank you, I'm sorry, and that you were a good friend during a tough time in my life. I don't know if he uses reddit, but this will at least give closure if nothing else. I'm iffy on sharing my real name but you did a 3D render of my art I still have saved on my phone. 907 :] [link] [comments] | ||
Posted: 27 Jan 2021 04:02 AM PST
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Posted: 26 Jan 2021 12:49 PM PST
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Posted: 26 Jan 2021 01:01 PM PST Got an update and I'm on 1.1 now. Never opted into experimental. I'm only asking again because this has happened before and my game crashed and it quickly reverted back to 1.0. Just wanna know if there was some news I missed? [link] [comments] | ||
Is there a way to have a server pause the game when zero players are connected? Posted: 27 Jan 2021 07:42 AM PST | ||
First attempt at a "mega" base Posted: 26 Jan 2021 09:33 PM PST
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Factorio layout for Logitech G910 Posted: 27 Jan 2021 07:33 AM PST
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Shortcut to jump to an alert on the map? Posted: 26 Jan 2021 09:36 PM PST Mostly because of biters attacks, which come from all directions, I may be in the middle of some construction and have to find the alert by the quickbar and click it. I wonder if I can create a shortcut to jump to the situation quickly and quickly figure out how much in deep shit I'm in. I have googled and looked through Factorio's long list of shortcuts but haven't found it. Maybe I missed it. An alternative, perhaps? [link] [comments] | ||
Need help understanding trains Posted: 27 Jan 2021 06:59 AM PST Until now I've been just using trains with engines on both sides, and have never used signals. I've just used single track rail lines to each resource, and as the resource deposit dies I just abandon and move the "fill" station to a different deposit. I needed more iron, I just made 2 iron rail lines to 2 different stations. But now I'm facing issues with oil. Initially my oil was fine, I was able to luck out with the first deposit next to base and I just made the same kind of train line mentioned above for the second deposit. But oil never really runs out, and now this oil deposit is really "slow", halting production. So I connected the tracks to a new oil field, but the old oil field was still making some oil, which I didn't want to waste. So my plan was this. My current train line is just a straight line. I decided to create a fork, making a Y shape. My goal is to have storage tanks at the old oilfield with 100k storage, and tell the train that you only enter this fork when the storage exceeds 50k. I attached pumps that will only push oil from the storage to the pumps feeding the wagons when the storage exceeds 50k and this was a simple circuit to make. Otherwise the train is supposed to go to the new oilfield and fill up over there. How do I make a circuit that just says "left when the storage has 50k and right when it's below 50k? I was able to make a circuit where the signal follows this logic, but in the rail block which contains the fork, the train enters the fork and stops(like, the engine enters the left hand, and then stops at the red signal, and the rest of the train is still on the main line). This is because the signal is immediately after the fork, of course. Both signals are immediately after the fork, and the signal leading to the new oilfield is told to have the opposite colored signal to that of the other fork. Am I supposed to use a chain signal here or something? What I need to do is, somehow tell the train that after it has emptied the cargo of crude oil at the station at my main base, it needs to choose which station to go towards to fill up. It should go to the right hand of the fork when the left signal is red, and if the left signal is green, it should instead go to the old oilfield to fill up. Is there a way to make a circuit which tells the train which station to automatically go to? Should I just always have 2 train lines, one to go towards, and one to return from? The tutorials always say have 2 tracks, one for going and one for returning. Is this necessary? Having 2 lines still doesn't solve the issue of telling the train which station to select though. Apologies if my description is poor, this is my first playthrough. I've reached nuclear and purple science without ever having to bother with circuits and signals so I've not really figured out this stuff yet. [link] [comments] | ||
Posted: 26 Jan 2021 08:07 PM PST
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Looking for a 3D artist to cooperate in mod creation Posted: 27 Jan 2021 05:39 AM PST I've got an idea for a big mod (full overhaul), but I am much more of a programmer, than a 3d artist. That's why I am looking for someone who'd be willing to help. The main goal of the mod is to make Factorio much more realistic. For that I will need a lot of graphics and animations. Does anyone want to contribute? [link] [comments] | ||
Posted: 27 Jan 2021 04:22 AM PST While I'm certainly glad that the devs put a lot of work into the design of the UI (it definitely looks pretty snazzy), the new panel placement is jarring as all hell. I actually quite liked the layout pre-patch. Things made sense as far as getting to the armor and roboport pages. Now the logistics panel is permanently wedged between the inventory and crafting sections which, in all honesty, doesn't quite work as now the flashing icon indicating what you want to craft has already been crafted isn't visible at a glance. The new giant window feels a little on the obnoxious side. Moving the armor and weapons panel to the left felt like a developer's whim rather than an actual gameplay improvement. tl;dr the flow of the original UI was much better, now everything's both hidden and thrown in your face all at once. But the new look of said panels and icons are nice. [link] [comments] | ||
My game automatically updated to 1.1, I’m worried about mod compatibility in my current world. Posted: 27 Jan 2021 02:20 AM PST So I've been playing with a friend for a few weeks now, we're using some QoL mods and light content mods and I'm worried about mod compatibility. I don't want our save file to corrupt when we start playing or if we revert to 1.0 for whatever reason. [link] [comments] | ||
Is it possible to disable the outer edge effect in map view? Posted: 26 Jan 2021 05:59 PM PST
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