Factorio Diagonal Splitters are yet faster still than diagonal belts! |
- Diagonal Splitters are yet faster still than diagonal belts!
- Diagonal Belts are Shorter!
- I may have 10 hours of gameplay and not know how a bus works, but goddammit these biters ain't gettin' my ship
- Simple from map view operable switch
- We need more landscape based challenges
- 1500 hrs in Factorio and I still triple tap "r" to rotate AMA
- Nice offshore pump
- After 127 hours, I finally get my first win, here's 4 pictures including the base
- Exploration mods?
- Space Exp vs Space Exp + K2
- Why can't I put the train stop on the side that I want?
- New goal - "pacifist"
- My Fluid wagon isnt filling, its set on automatic, the stations train tracks are straight, etc. whats wrong?
- I’ve started Pyanodon
- This is the best ore/min per tile that I have found, about 10% more ore/min than putting them in straight rows.
- 45 Boilers in a line, no Pumps!
- Humble Beginnings or my Microbase (200x200 Map)
- Is there another way to fix a mistake and remove an entire outpost with smelters, miners and factories without ending with 600 chests full of crap?
- Maybe a repost, but...
- test data proving something everyone already knows (offline miner pollution)
Diagonal Splitters are yet faster still than diagonal belts! Posted: 08 May 2021 02:31 AM PDT
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Posted: 07 May 2021 08:53 PM PDT
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Posted: 07 May 2021 12:38 PM PDT
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Simple from map view operable switch Posted: 08 May 2021 02:44 AM PDT
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We need more landscape based challenges Posted: 08 May 2021 05:18 AM PDT Recently, I watched documentary about famous bridges and i realized, that I would kinda like more challenging landscape in factorio. Cliffs and water tiles provide some challenge in early game, but once you have landfill and cliff explosives, they are just annoying. I´m not arguing for making cliffs more difficult to deal, but rather, adding new opstacles, prefferably further away from starting location. I´m thinking about things like deep water imune to landfill, but you can traverse them using more endgame materials (eg made from concrete or low density structure), biomes which influence production speed, but have some benefits, like more resources, mountains you can dig tunnels under... I just kinda wish landscape coud provide some aditional challenge, rather than be just place to pick resources. [link] [comments] | ||
1500 hrs in Factorio and I still triple tap "r" to rotate AMA Posted: 07 May 2021 06:16 PM PDT | ||
Posted: 07 May 2021 07:17 PM PDT
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After 127 hours, I finally get my first win, here's 4 pictures including the base Posted: 07 May 2021 03:02 PM PDT
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Posted: 08 May 2021 07:57 AM PDT So I want to start a modded playthrough next. I am looking for a mod that adds a point to exploring the planet, beyond just finding the next resource field. Like finding alien artifacts or special modules or something, that would upgrade or add new/special techs/buildings. Is there anything like this? [link] [comments] | ||
Posted: 08 May 2021 01:08 AM PDT I'm starting a new and my first space exploration playthrough. Would you recommend adding K2 as well? I have no prior experience on K2 either. Will it be insanely slow and grindy (like seablock) with space exploration? [link] [comments] | ||
Why can't I put the train stop on the side that I want? Posted: 07 May 2021 04:13 PM PDT
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Posted: 07 May 2021 12:26 PM PDT I recently finished my Deathworld map. Besides learning a great deal more about military aspects of the game, I also had to learn a lot more about pollution management. Having to cut down mining because full-scale mine was still slower than the bullet demand from all the attacks. Having to sneak a rail line between biter nests to the only nearby oil field. And then placing only ONE pumpjack in there until I could afford to clear the nests. This got me thinking - could I actually beat the game without killing a single biter (on normal setting)? This would mean paying a very close attention to the pollution cloud, building small microfactories in between biter nests. Letting your pollution grow out of control would essentially mean a loss of the subfactory (unless you can lure the biters away using a car or by sacrificing your own life). Has anyone attempted something like this before? If I manage to do it - what are the chances of it becoming an actual in-game achievement? Edit: I'm currently trying this on Dealthworld, but things are just going way too slow. I have a bit of power (25% usage on one steam engine), semi-automated red science packs, but can't afford to run more than one furnace without expanding out to a new sub-base. I think changing from Deathworld to Normal would make things a lot more feasible due to better pollution absorption values and larger starting area. [link] [comments] | ||
Posted: 07 May 2021 10:11 AM PDT
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Posted: 07 May 2021 07:04 PM PDT I'm 10 hours and have automated red science. Give me your best tips and tricks for the mod. Suggestions, resources, well wishes, all are welcome. [link] [comments] | ||
Posted: 07 May 2021 11:51 AM PDT
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45 Boilers in a line, no Pumps! Posted: 07 May 2021 02:18 PM PDT https://www.youtube.com/watch?v=mIeXfiUymyw This is the most boilers in a line you can get without issues using only offshore pumps! It works full power in any orientation you place it, and only a single water input is used! You can find the blueprint below: [link] [comments] | ||
Humble Beginnings or my Microbase (200x200 Map) Posted: 07 May 2021 01:08 PM PDT
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Posted: 07 May 2021 07:45 PM PDT | ||
Posted: 07 May 2021 05:32 PM PDT
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test data proving something everyone already knows (offline miner pollution) Posted: 07 May 2021 10:49 AM PDT
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