Factorio Forbidden Spaghetti: Direct Insertion? |
- Forbidden Spaghetti: Direct Insertion?
- Factorio and mental health
- Discovered Roundabout Junctions. Also discovered chronic deadlocks when they are too close together.
- Version 1.1.28
- 1-Hour Nuclear Mall
- If your bots are constantly dying in battle trying to repair, you can try delaying them using the logistics system
- Just started producing Logistic Science Packs in Pyanodons after 72 hours. It was not easy!
- New version of universal modular station. With this station, you only need to specify the size of the stack of items / ore.
- Simple and compact 1k science
- Beaconed Artillery Shell production
- Infrastructure as Code
- Improved "Very simple, self-sustaining Kovarex system"
- Renai Base Concept: It's starting to take shape! (Well, it took 6 ingame minutes to fall apart which is a new personal best :D)
- The Worm!!!!
- My Krastorio 2 + AAI + LTN base, currently transitioning from main bus to city block
- What’s your laundry list of essential blue prints.
- [LTN] Requests too many trains
- [Space Exploration] Just got to mass producing iridium, this stackable long boi produces 1 blue belt of ingots :D
- For a new player, is there a mod that adds technology descriptions?
- Needed a low profile 8x8 belt balancer and couldn't find one online. So I made my own - a 4 block high design, great for train stations.
- Most realistic modpack?
Forbidden Spaghetti: Direct Insertion? Posted: 24 Mar 2021 01:09 AM PDT
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Posted: 23 Mar 2021 11:16 AM PDT So, I'm bigjobs and I'm not well. I have anxiety and bi-polar and i've been off my medication for some time. I've also quit drinking and smoking (~400 days and ~175 days respectively). I'm just coming out of a manic episode, my first one since being sober. It was quite the experience. There is a reason why i've been sober and off meds, I wanted to get a baseline for how i am with no stimulants/depressants/anti-psychotics, and while I don't think i'm back to baseline just yet, I wanted to share how factorio has helped me. At the beginning of this episode, I was sitting on the couch all day, with my wife providing drinks/snacks as and when, with pretty unmanageable anxiety, and unable to control my thoughts. I explain it as "thinking of so everything, so you can't think of anything". I had seen factorio posts on reddit and I kept on meaning to play it, so I bought it on 23rd February. 573.3 hours (i just checked) later and i'm feeling a lot better again. With no drugs. It gave me something to do while I was thinking. I didn't have to think of everything, just how many gears I needed, or where i was going to place a belt. I was still thinking of everything, but that was in the back of my mind while I was playing factorio. Long story short, I've had some sort of emotional breakthrough yesterday, at which point my anxiety has gone. Like someone switched on a light and the dark vanished. I remember years ago, there was a SNES emulator for the PC, but it needed a really slow PC to be able to run it, so you could run a program in the background to slow the PC enough to be able to play the emulator, and I'm convinced that's what's happened here. I'm sorry if this isn't the right place, but I had to share this before I lost the thought, and i'll be seeing a psychiatrist soon, now that I can say that i've experienced it at baseline so know it's really real. [link] [comments] | ||
Discovered Roundabout Junctions. Also discovered chronic deadlocks when they are too close together. Posted: 24 Mar 2021 02:27 AM PDT
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Posted: 24 Mar 2021 06:26 AM PDT Minor Features
Balancing
Bugfixes
Modding
Gui
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Posted: 23 Mar 2021 11:08 PM PDT
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Posted: 24 Mar 2021 01:30 AM PDT Basic idea is: Force the construction bots to travel before repairing. When done, they head to the roboports near your wall. Then you bring them back to the original (far away) roboport The steps are as follows: 1) create a "T" shape with your roboports 2) next to each roboport along your wall, have an inserter pull from the roboport into a yellow/red chest 3) have a green/blue chest next to the roboport furthest from your wall. It should be requesting all the construction bots in the network. Have an inserter put the chest contents into the roboport 4) Have some logistic bots in the network so they can bring your construction bots back 5) Add a longer chain of roboports to adjust the delay distance as necessary depending on your situation (bot speed research, etc). You can even bend the stem of the "T" shape to avoid other nearby networks Of course, there are several drawbacks to this (the cost of any lost turrets could outweigh the bots, or your defenses might fall completely without anything repairing, etc) but as long as your defenses are solid (flamethrower turrets!) it should be fine Alternatively, you can also use belts to move the construction bots back to the original roboport if you haven't researched the logistic system yet. However, belts might be too slow to move your bots back in time for the next attack (depends on how big an area your choke point is and what level belts you have). To keep it safe, have more bots than usual so there's always some ready to go while others are still moving on the belts [link] [comments] | ||
Just started producing Logistic Science Packs in Pyanodons after 72 hours. It was not easy! Posted: 23 Mar 2021 10:37 PM PDT
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Posted: 24 Mar 2021 06:00 AM PDT
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Posted: 24 Mar 2021 05:40 AM PDT
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Beaconed Artillery Shell production Posted: 24 Mar 2021 08:34 AM PDT
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Posted: 23 Mar 2021 04:55 PM PDT Here's an idea. I know the playerbase of Factorio has an unusually high ratio of software engineers. What if instead of clicking things to build your factory, you built it in code? Blueprints then become functions (and suddenly you can reuse small segments of "blueprints" across many "blueprints", DRY all the way). Reorganizing the factory becomes refactoring code. Such a thing (mod?) would probably need some nontrivial logic to avoid messing up existing buildings / ghosts when building; I suppose the simplest way would be making it just create ghosts. It would be awesome if it could load code from files on disk (that you could edit in a proper editor), but also provide a simple text editor in-game. Error reporting would need to be considered as well. Maybe scripts would be anchored to special buildings (kinda like projectors in Space Engineers), and positions would be relative to the anchor. It would also need to expose a somewhat high-level API to actually place things. Something like: If you're thinking that's awfully specific: yes it is, because I built a proof-of-concept. I don't think I'll put in the time to make it really awesome, but maybe it's interesting enough for someone to pick it up. Code is available at https://github.com/abesto/codetorio. A quick video showing it in action: https://www.youtube.com/watch?v=_SCyU4d1Ips This proof of concept has a bunch of flaws (crashes if you click the shortcut multiple times; crashes if you try to use it after leaving the window open when saving, then reload; crashes if you try to execute a script with an error; crashes basically if you look at it wrong). That's not the point. The point is: THIS IS ACTUALLY FEASIBLE [link] [comments] | ||
Improved "Very simple, self-sustaining Kovarex system" Posted: 23 Mar 2021 12:48 PM PDT
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Posted: 23 Mar 2021 11:06 AM PDT
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Posted: 23 Mar 2021 12:56 PM PDT
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My Krastorio 2 + AAI + LTN base, currently transitioning from main bus to city block Posted: 24 Mar 2021 02:23 AM PDT
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What’s your laundry list of essential blue prints. Posted: 24 Mar 2021 12:26 AM PDT A while back I posted that I lost all my self-made blue prints, there were many great suggestions and I tried all of them but they ultimately ended up in vain. No problem I thought I can remake all my blueprints from scratch.... ...or so I thought, I just couldn't garner up the motivation to revisit all that I lost, felt like 90%ing a game only to find out that your brother overwrote the save file. I just couldn't get back into Factorio after that. So instead I'm thinking to gather together all the essential blueprints used. So what are your best books on early game malls? Your best books on late game malls? Your best books on balancers? Your best books on science, your best books on trains, your best books on nuclear? The books that you think everyone should have and be using? [link] [comments] | ||
[LTN] Requests too many trains Posted: 24 Mar 2021 07:42 AM PDT
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Posted: 23 Mar 2021 02:24 PM PDT
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For a new player, is there a mod that adds technology descriptions? Posted: 24 Mar 2021 06:38 AM PDT When I'm browsing the research options, I can see the unlock icons, but in most cases that doesn't really explain what I can do with them. Some are self explanatory, like the solar panels or the weapon upgrades, but most of them I'm just researching without the faintest idea of what I'm actually doing. Since I'm using Bob's mods which adds things like electrolysis (I still have absolutely no idea how it works), it would be nice to have some insight into my choices of research. So far my runs have been trial and error, but I'm loving every second aside from the research aspect. Edit: I see the tooltips but I was hoping there was a way to see the description under the "Effects" tab for each icon. [link] [comments] | ||
Posted: 23 Mar 2021 10:43 AM PDT
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Posted: 24 Mar 2021 06:04 AM PDT Yeah... I always felt like the big overhaul mods like Krastorio, Bob&Angels, Pyanodon, industrial revolution... just add complexity for the sake of complexity. What I'd like to know is: Which modpack adds the most realistic gameplay? [link] [comments] |
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