Factorio Can we increase the reach of big power poles by 1, so 3 poles cover 64, not 62 tiles? |
- Can we increase the reach of big power poles by 1, so 3 poles cover 64, not 62 tiles?
- New engineer
- Blue Circuit Sushi Macaroni Nightmare (20 per minute 9 by 20 area)
- Made a dashboard for my space base that measures and displays SPM
- It aint much, but our 150 SPM base is done
- Fixed those circuits for ya, boss
- Is this cursed intersection I built any good or should I just steal a bp from the internet?
- Designing a Mega-Base wall system; ended up slightly more provocative than intended...
- Biters are kinder than you think
- Hello fellow engineers, I need some help with the circuit network
- I would like the biters to leave...
- A simple fluid hauling space ship is an absolute mess for the programming already
- Challenge idea
- Alternative locomotive models
- My first attempt with city block and main bus.
- 350,000 Logistic Robots All Actively Working on the Same Enormous Network (400k total). For Science.
- Refined concrete layout with direct insertion
- Need help with k2+SE Space Nuclear Power
- Bus advice needed
- Even more wall tests! Testing for optimal width of segments this time
- Redesigned my 24-train (max. 6 long) LTN depot! Link in the comments and a big thank you to y'all for the ideas and reviews on my previous post! :)
- Can someone explain what signals I need and how I need to set them up in order for this to work
- Help with Decider logic needed
Can we increase the reach of big power poles by 1, so 3 poles cover 64, not 62 tiles? Posted: 05 Mar 2021 11:05 AM PST
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Posted: 06 Mar 2021 04:19 AM PST So, I was playing. My kid (3) woke up, came to see what was going on. Sat on my lap while I spent time building my factory with him. After a while he left. Then my wife came up to me, somewhat pissed and somewhat amuzed because she had been woken up because the kid wanted a chemical plant to transform heavy oil into light oil. [link] [comments] | ||
Blue Circuit Sushi Macaroni Nightmare (20 per minute 9 by 20 area) Posted: 06 Mar 2021 03:02 AM PST
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Made a dashboard for my space base that measures and displays SPM Posted: 06 Mar 2021 02:40 AM PST
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It aint much, but our 150 SPM base is done Posted: 05 Mar 2021 09:31 PM PST
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Fixed those circuits for ya, boss Posted: 05 Mar 2021 07:41 PM PST
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Is this cursed intersection I built any good or should I just steal a bp from the internet? Posted: 05 Mar 2021 08:54 AM PST
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Designing a Mega-Base wall system; ended up slightly more provocative than intended... Posted: 05 Mar 2021 12:17 PM PST
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Biters are kinder than you think Posted: 05 Mar 2021 04:59 PM PST If you keep an open mind about it and ignore all the propaganda hating on biters in this subreddit (smh to the haters) - Biters are actually a professional cleaning service that are incredibly effective at getting rid of pollution, and all they ask in return is a few measly rounds of ammunition, which they will come collect from you. final note : you even get a little alert when your turrets have difficulty paying them, so you know to fund them more next time! [link] [comments] | ||
Hello fellow engineers, I need some help with the circuit network Posted: 06 Mar 2021 03:56 AM PST
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I would like the biters to leave... Posted: 05 Mar 2021 03:24 PM PST
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A simple fluid hauling space ship is an absolute mess for the programming already Posted: 05 Mar 2021 10:31 PM PST
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Posted: 06 Mar 2021 04:15 AM PST Title: What is done, cannot be undone Rules:
Tips:
I am open to ideas; the rules will be updated of there are any. Yes, I am a monster. [link] [comments] | ||
Posted: 06 Mar 2021 02:15 AM PST I've recently got back into the game after a break for a few years. This time I'm looking at a few mods to include in my playthrough. I'm quite surprised to find there are next to no mods which change the locomotive model to one of a real locomotive. With the size of the community around this game I would've thought that there would be quite a collection from across the globe and more fictional ones too. Other transport games Cities Skylines, Transport Fever 1/2 to name a few have pretty big mod scenes with various locomotive types created for the game. Does anyone know if there are any plans in the pipeline for any modders to make alternative locomotive models? Or have I simply missed a huge collection hiding in plain sight? [link] [comments] | ||
My first attempt with city block and main bus. Posted: 06 Mar 2021 02:12 AM PST | ||
350,000 Logistic Robots All Actively Working on the Same Enormous Network (400k total). For Science. Posted: 05 Mar 2021 01:58 PM PST | ||
Refined concrete layout with direct insertion Posted: 05 Mar 2021 08:42 AM PST
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Need help with k2+SE Space Nuclear Power Posted: 06 Mar 2021 07:39 AM PST I have a very good 1.5GW land based Nuclear power plant that I am trying to convert to the condensing turbines so I can use it in space. I cant seem to get the circuitry correct so it doesn't keep on stalling out. Can anyone help? [link] [comments] | ||
Posted: 06 Mar 2021 01:23 AM PST I am starting out and am about to begin building my very first bus. I know I need to make things such as belts, gun maga, and so on, but should I put things such as engine units and lab on my bus, or should I pull components for the bus and handcraft them? [link] [comments] | ||
Even more wall tests! Testing for optimal width of segments this time Posted: 05 Mar 2021 11:38 AM PST
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Posted: 05 Mar 2021 06:32 PM PST
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Can someone explain what signals I need and how I need to set them up in order for this to work Posted: 05 Mar 2021 12:31 PM PST
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Help with Decider logic needed Posted: 06 Mar 2021 06:12 AM PST Hello, thanks for stopping by! The scenario: I would like to build a scheme that activates a trainstop once a linked chest meets 'equal or lower than' value (that's the easy part and I've got this bit working) BUT, the next stap would be that the trainstop stays enabled until a different value is reached (whatever the max capacity of the attached storage would be). In my current setup, the trainstation gets disabled once the 'equal or lower than' value is met, let's say that's set at 1000, the chests maximum capacity is 8000. Every time the content amount hits 999, a train is summoned, and fills it back up to 1000. At that moment the trainstop gets disabled and the train departs. I'd rather the trainstop stays enabled until the 8000 or a different value is reached. this takes a lot of useless strain off the logistics network. I've looked up some logic gate how-to's, but translating this to a working design is doing my head in. Help would be appreciated! [link] [comments] |
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