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- Factorio Racer
- The Wood Chipper
- My cat adores Factorio. And as we all do, she loves trains the most.
- He kept running, gesturing me to follow him
- I love how unopinionated factorio is
- Got this game for Christmas. I'm already in spaghetti hell. But it's mine.
- Not much but my own, next step, nuclear carepackages for the natives.
- pasta puttanesca
- The engineer is scary... Spidertron too i guess
- How many cars/tanks should go on the back of a locomotive? (Excluding artillery trains)
- What is the intended method of using the blueprint book safely?
- Space Exploration leads to some impressive patches
- I just started playing and automated red and green science, what do you think? Still figuring things out
- Suggestion: buildings with pipes could show underground connections
- I am going for sushi belts for everything, and it was weirdly awesome for the first few hours of the build.
- Just launched the map's first rocket. Now the city begins.
- Need help with Fluid Transportation
- hip hop (Fire Blazing Sky) This Sounds Bang Productions 2021
- Space Exploration World (pt2)
- Why is it that when ever I watch a video of Factorieo the night time is like pitch black then I get the game and the night is semi dark and not pitch black
- How to make LTN train stay at requester station until completely empty?
- Multiple different train types to stop at one staion
- Trains - Are they useful?
Posted: 06 Jan 2021 03:33 AM PST
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Posted: 05 Jan 2021 04:53 PM PST
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My cat adores Factorio. And as we all do, she loves trains the most. Posted: 05 Jan 2021 06:08 PM PST
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He kept running, gesturing me to follow him Posted: 05 Jan 2021 06:56 PM PST
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I love how unopinionated factorio is Posted: 05 Jan 2021 08:16 PM PST All the software devs on here will probably recognize the term, but basically what I mean is that the game doesn't tell you how to play it. Want to constantly be in a fight for your life? Crank up biters. Just want to focus on building? Turn them down. You can set ore patches to your preference, import blueprints or build everything from scratch. It's all up to how you want to play the game. [link] [comments] | ||
Got this game for Christmas. I'm already in spaghetti hell. But it's mine. Posted: 05 Jan 2021 08:14 PM PST
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Not much but my own, next step, nuclear carepackages for the natives. Posted: 06 Jan 2021 02:07 AM PST
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Posted: 06 Jan 2021 02:52 AM PST
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The engineer is scary... Spidertron too i guess Posted: 06 Jan 2021 07:45 AM PST
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How many cars/tanks should go on the back of a locomotive? (Excluding artillery trains) Posted: 06 Jan 2021 05:24 AM PST | ||
What is the intended method of using the blueprint book safely? Posted: 06 Jan 2021 01:21 AM PST I've been a long-time Factorio player but there's been something that has really screwed me over more than once: the functionality of "My Blueprints". In particular, the behavior in which left-clicking a blueprint book and then left-clicking the inventory deletes the blueprint from "My Blueprints" while pulling it into my local inventory; the behavior I'd want is that it pulls it into my inventory while retaining the master copy in "My Blueprints". More than once this has screwed me, occasionally leading to the permanent deletion of some various elaborate collection of blueprints in a blueprint book. I have several times permanently deleted a blueprint book by extracting it and then closing the game without saving. Thus "My Blueprints" saves the deletion of the book, but since I didn't save my world, the bookis lost. I'm aware that if you open a blueprint book there's a little button that says "create copy" in the corner, but it seems to me like that is extra steps for what I would think is the intended or default behavior. My blueprint book is my collection of blueprints across all my games and worlds, I'd essentially never want blueprints to be removed from it. Is there some obvious hotkey or something that I'm missing in terms of using blueprint books to avoid this? [link] [comments] | ||
Space Exploration leads to some impressive patches Posted: 06 Jan 2021 06:59 AM PST
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Posted: 05 Jan 2021 10:13 AM PST
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Suggestion: buildings with pipes could show underground connections Posted: 05 Jan 2021 10:51 AM PST
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Posted: 05 Jan 2021 11:06 PM PST I have never jump started through green science so fast as with a sushi belt, and it was my first try at the idea. Actually I used a pair of sushi belts (so far). It felt frictionless and awesome. *Full disclosure: I wasn't sure how this was going to work, so I increased the starting distance. Prior to the circuit network, how do you manage what goes on a belt? Well, you do it manually via chests (I had multiple chests that I emptied and stocked to activate/deactivate them), running along the belt and clearing it when it gets clogged, and toggling science assemblers on/off. I found myself constantly making more and more science just to clear the belt. I have never made so many labs that early, and research went fast. Eventually I made one belt for red science and one for green (facepalm, duh!), and offloaded green circuit production into a 3/2 setup. Having that much wire on the sushi belt was not smart. I never felt like my inventory was clogged up, nor did I lack for anything. I chucked down wood on to the belt and made chests and power poles. Before I knew it, I had filter inserters and could make a tiny starter "mall" of inserters, belts, miners, power poles, etc. Everything I needed was concentrated in one spot, I had a lot of stuff, and I had a lot of science. If I hit "q" and didn't have the thing, I just grabbed it from the belt and laid it down, then hit up my chests for more. Then I researched the circuit network, blueprinted wires onto all the belts, and started twiddling with ratios of inserters feeding and drawing from the belt. Maybe I just suck at jumpstart spaghetti, but I (vastly!) underestimated how much time I spent fiddling with layout and furiously handcrafting. I also wasn't constantly running out of undergrounds and splitters. All those little moments of thinking "hmm, how will I get this item over there" add up. An unfed assembler does nothing, whereas an assembler on a sushi belt contributes something, even if it is intermittent. [link] [comments] | ||
Just launched the map's first rocket. Now the city begins. Posted: 05 Jan 2021 08:19 PM PST
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Need help with Fluid Transportation Posted: 06 Jan 2021 07:51 AM PST So I have a light oil production in bottom right corner of the attached screenshot and im running pipes across all walls to feed into Flamethrower Turrets but in top left and top right corner for some reason it stopped supplying after I expanded the wall outward. I dont think theres a missing spot in the supply chain beacuse it has worked before I dont know if its possibly a bug maybe. Ive also tried using pumps to increase flow speed that doesnt seem to be the problem. Any ideas ? [link] [comments] | ||
hip hop (Fire Blazing Sky) This Sounds Bang Productions 2021 Posted: 06 Jan 2021 07:31 AM PST
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Posted: 05 Jan 2021 01:45 PM PST
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Posted: 06 Jan 2021 06:55 AM PST is there a way to make the night time pitch black like in some of the pictures and videos I have seen but I don't want to change the brightness of the game (it can be a mod) [link] [comments] | ||
How to make LTN train stay at requester station until completely empty? Posted: 06 Jan 2021 05:54 AM PST I really don't like the idea of having to clean out my trains at a depot. Ideally, I'd have basic provider stations with a provide threshold, and then a requester station that would only allow the train to leave when completely empty. Any ideas? Kind of new to the whole LTN thing but I get the idea. [link] [comments] | ||
Multiple different train types to stop at one staion Posted: 06 Jan 2021 04:08 AM PST Hello Sorry if this is covered somewhere or is really simple but I'm quite new to the game and really don't know what else to google for an answer. Would someone point me in the right direction please? I'm on my first railworld and I'm set up to the point where I have a train for each of the main intermediate goods I have access to. Now I want to build a mall which can call for each of the ingredients it requires as and when the station is low. I've started using small cicuit networks to turn on and off stations when there is capacity to fully unload a train. As my mall will have irregular and expanding needs I'm hesitant to build a platform for each ingredient which could be required. What I'd like to do is have a single platform call be able to call for multiple seperate goods and just use filter inserters/splitters to manage it from there. Is there a graceful and neat solution to this? What would you do? Thank you for your time. [link] [comments] | ||
Posted: 05 Jan 2021 05:31 PM PST |
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