Factorio The lack of train safety in this clip is astounding. |
- The lack of train safety in this clip is astounding.
- Once you go barrel...Enjoy the full infinitely expandable chemplant
- Oh no
- My first megabase. 5200k SPM belt/bus
- Why can i not connect my pipes filled with steam to my pipes filled with steam??
- Dynamic station limits, Loader and Unloader stations (compact and lane balanced high performance variants) to go with my previous outpost blueprints
- Сonveyor surrealism
- How did you guys get into the game?
- Is this a pipeline or a pumpline?
- Launched a bob/angels rocket, some thoughts
- Hello fellow factory comptrollers. I have a great island/railworld map combination for you!
- Generic Nuclear Circuitry
- Problem with Space exploration
- So i'm trying the main bus, I have steel, copper, iron, circuits and coal (i will add stone and stone bricks, what should I add ??
- Beacons to switch modules - Blueprint included
- Will it be faster to just continuing to belt everything everywhere, or is it quicker to invest into building a huge rail/train system that delivers good everywhere?
- Overcoming Nuclear Power is so impossible...
- Starter & Stackable Red Circuits
- Can't open old save files
- A mixed item train launch station, based on Kitchs's "On Rails" train yard design.
- Ribbonworld Starter Hub :)
- Bob's & Angel's Petrochem setup on a max biter deathworld
The lack of train safety in this clip is astounding. Posted: 27 Mar 2021 02:05 AM PDT
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Once you go barrel...Enjoy the full infinitely expandable chemplant Posted: 26 Mar 2021 10:32 PM PDT
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Posted: 26 Mar 2021 06:33 PM PDT
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My first megabase. 5200k SPM belt/bus Posted: 27 Mar 2021 07:46 AM PDT
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Why can i not connect my pipes filled with steam to my pipes filled with steam?? Posted: 27 Mar 2021 05:20 AM PDT
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Posted: 27 Mar 2021 04:57 AM PDT
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Posted: 26 Mar 2021 03:45 PM PDT
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How did you guys get into the game? Posted: 27 Mar 2021 04:55 AM PDT Hey guys, i just want to know how you guys got into the game because i saw some let's plays from it and i'm completely overwhelmed how someone can even understand whats going on there. I mean, can you even make it to have a clear structure? I really love structure and in most cases it looks completely .i dont know how to discribe that...it looks like pure chaos most of the time [link] [comments] | ||
Is this a pipeline or a pumpline? Posted: 26 Mar 2021 05:03 PM PDT
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Launched a bob/angels rocket, some thoughts Posted: 27 Mar 2021 04:37 AM PDT Just launched a rocket, not sure if I'll continue playing or not. Anything major change post-rocket? Anyway, here's my mini-review. I've played vanilla, se, k2, se+k2, and a bit of IR 2 for reference. I generally enjoyed the mod, but feel there are some fairly major issues with it.
Overall a decent mod, but doesn't live up to the hype IMO. Though maybe it's the seinfeld/beatles effect in action - b/a was one of the first major overhauls, right? I guess part of it could also be that, as far as I'm aware, bobs and angels were both largely their own projects, though I have no idea if this is actually true. [link] [comments] | ||
Hello fellow factory comptrollers. I have a great island/railworld map combination for you! Posted: 27 Mar 2021 06:10 AM PDT If you optionally crank 'starting area' up to 600% the starting island will be pretty much clear of biters at the start (they do expand to your area though). All resources available on the main island, and only two chokepoints to manage to keep the biters at bay from further away. Starter resources are all nearby. Plenty of wood/trees in the starter area too for early game fuel/power poles. Image: https://imgur.com/a/kMDnWtr \>>>eNp1Ur9LAlEc/367JDMIB5dAzMHVhnJoCN+rJSTqb0jPEwS9k1OH asjBsWhpqSXXDKIlqE0IwqAgioY2o6WhoChqCex9vXt6XvWF7/c+7/v 7894hIITAEgbQYN5B1UjmDur1OADnABXmU41CQTOjhqk53cOqWU5rUS Pbn6zpWn4lmkoWNTpK9WZNQ3d38BRLht7vKZmaVnQWjpTNpJ4t5921g CfBWKJSDQFpex3C7TapQC1BhRSwIghxQOGT4lFz2UwGIDwrdI4aIeJa 4HD+YXWboZUzwW3wansaKelJSLDE/w1FJIg5+kx15N0BrKElMcLO8vI esIJVCiLK3fF7/+1mMbXMcPPluPZ1fhQXwSEKDHTN7g7JqaQCsmeL2a F7hleXJM8MPVQRIMOnhWksKID+UYFqG8KEgyBXi8s2AY6ZjnxKJo8S3 DI3D3ERM9Scfi9skukM7G5mM+NbHPm4jI71UkT9JDh3SPcYXsixZ475 rkV+P4STh8sT4X88g48GprvmSeluI+7zekie+B5HhQBlfQifdaKIbGV 9/bxz3Qr0RPwbd3qz/gNcWKU0<<< [link] [comments] | ||
Posted: 26 Mar 2021 05:17 PM PDT
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Problem with Space exploration Posted: 27 Mar 2021 06:56 AM PDT I have decided to start a new playthrough with Krastorio 2 + Space exploration, but the latter doesn't seem to work. The main Space exploration mod (SE) requires, apart from other dependencies, Space exploration postprocess (SEP), which are marked as dependencies for each other. However, despite the conditions right, the mod manager says that SE can't launch without SEP, and vice versa, and they are both marked red as not working due to not having all dependencies installed. I have double checked it, all installed, no incompatible mods. Any advice? [link] [comments] | ||
Posted: 27 Mar 2021 02:58 AM PDT | ||
Beacons to switch modules - Blueprint included Posted: 26 Mar 2021 02:31 PM PDT
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Posted: 27 Mar 2021 08:00 AM PDT goods* The problem with trains is that it seems equally grindy to me. You still have to make a loading/unloading system at every station with inserters and all that. And you even have to fuel trains etc... So it's just as much of a pain in the ass as bringing the materials you need with belts. But I'm really tired of belts too, every time I need something I have to bring like 3 different belts of materials from various places around the map/base. [link] [comments] | ||
Overcoming Nuclear Power is so impossible... Posted: 27 Mar 2021 07:34 AM PDT
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Starter & Stackable Red Circuits Posted: 26 Mar 2021 04:44 PM PDT
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Posted: 27 Mar 2021 02:11 AM PDT I might have messed this up in the past and that is why it is not working but I had a backup of an old world which I am unable to load in the current version of the game. Save files are from 05.07 [juli].2019 and show as SAV-file. New world seem to be stored as zip. Is there a fix or just doomed? [link] [comments] | ||
A mixed item train launch station, based on Kitchs's "On Rails" train yard design. Posted: 27 Mar 2021 04:59 AM PDT After watching some of Kitchs's "on rails" series, I thought to myself, what a bunch of idle trains... I really like mixed item belts and wanted to try this with trains too. Basically, his design revolves around requester stations (they send a 1 signal for wanted items) and a train yard waiting for those requests. Trains wait in the yard for a circuit condition of >0 for a specific item and when they go, the train yard temporarily surpresses that signal (so that only one train is sent). I made a station for that yard, that sends a train whenever there's a request signal for an item and that parked train has the item. In theory with this design, all train lauch stations can have the same name and all requests stations can have the same name. But I imagine trains will just drive around until the station that actually needs the item is met (so I wouldn't use this for iron/copper ore/plates, or any other demanding resources). Here's a blueprint for this station: https://factorioprints.com/view/-MWo4_vi7zuzR4Hn5e9K (the lower 5 combinators are the "cpu" for the whole station; the first station above the "cpu" is the mixed train launcher and the top most station is an example of a copper plate station of Kitchs deisgn. As for trains, you need a circuit condition or L>0 for the mixed train and for the copper plate station, a copper plate signal > 0 (don't use read train content here!!! that will pass the signal to the train and launch it). And this is Kitchs requester station used: https://pastebin.com/kt0nudS8 [link] [comments] | ||
Posted: 26 Mar 2021 11:21 AM PDT
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Bob's & Angel's Petrochem setup on a max biter deathworld Posted: 26 Mar 2021 05:41 PM PDT
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