Factorio [IR2] Steam Powered Circuit Factory (2.5/s from ingots) |
- [IR2] Steam Powered Circuit Factory (2.5/s from ingots)
- A screenshot of the base with "Minable Intermediates" that my brother and I launched a rocket with.
- Took a view hours, but finally designed a crawler machine. I'm one step closer to automated slaughter.
- Hello, I'm new to factorio, and I'm having some problems with my boilers and steam engines, If you can help me figure out what I'm doing wrong, it would be appreciated :)
- Sorry if this is too low effort but I needed to show my base layout to someone. I currently have 310k logistic and 100k builder bots. I'm running the game at an outstanding smooth UPS of 10 per sec. Mining is belt based but transferred with bots. The base uses 25GW (11k turbines). Tell me your hate.
- Finally did it!
- All of my trains are 2-8 trains. But i wanted a big train because trains are cool. So i made a design that can smelt 90k plates per minute and use a 8-31 train to suply itself with ore and then the 2-8 traind can pickup the plates. Hope you like it
- Mixed-Belt Madness - my extremely compact red circuit factory
- Newish player (~20hours), made a megalomaniac only red pack just because I didn't wanted to wait and now I realized that I now have a lifetime supply of it. Ask me Anything.
- I just noticed that Artillery now drops an expended shell. Nice.
- hide & seek next level (factorio edition)
- Menu music
- My base before trying to abandon it and start a new life somewhere else. (I failed miserably)
- Use both lanes for output in high volume production with splitters
- Help needed with positioning a ghost with rail tracks in it
- Have you guys ever played Open TTD, an open world with trading where you can build a train between cities to buy or sell materials? I wanna do that in factorio, get 10-15 people and explore for about 15 minutes with minimal biters but max expantion, so each player would build his base and trade.
- My first Kovarex setup!
- For anyone who enjoys Space Exploration/K2, but want a little more complicated supply chains...
- Is Using Mods to get Robots Earlier okay?
- Krastorio2+ space exploration too easy?
- Mods to make it viable to attrition biters?
- A solution to a problem that shouldn't have existed in the first place.
[IR2] Steam Powered Circuit Factory (2.5/s from ingots) Posted: 04 May 2021 09:38 PM PDT
| ||
A screenshot of the base with "Minable Intermediates" that my brother and I launched a rocket with. Posted: 05 May 2021 12:00 AM PDT
| ||
Posted: 05 May 2021 03:59 AM PDT
| ||
Posted: 04 May 2021 11:53 PM PDT
| ||
Posted: 04 May 2021 03:27 PM PDT | ||
Posted: 04 May 2021 09:57 PM PDT After 65 hours, I finally put a satellite into orbit! 20 hours or so making a spaghetti problem and then another 40 actually understanding the power of a main bus. The last 3-4 hours was just constantly fighting with iron/steel production and rocket parts were very slow. https://i.imgur.com/tMFGNyH.jpg Can't wait to start again to plan out something that can scale a bit better. My biggest question is how to predict biters a bit better, I tried to setup some defenses but they seem to just randomly spawn in my base if I step x amount of tiles away, but never if I am present. I tried to clear out everything anywhere near me, but still ran into a lot of destroyed belts and turrets. The factory must grow. [link] [comments] | ||
Posted: 05 May 2021 04:07 AM PDT
| ||
Mixed-Belt Madness - my extremely compact red circuit factory Posted: 04 May 2021 01:24 PM PDT
| ||
Posted: 05 May 2021 07:15 AM PDT
| ||
I just noticed that Artillery now drops an expended shell. Nice. Posted: 05 May 2021 03:35 AM PDT Not sure if this is new or not but never seen it before. [link] [comments] | ||
hide & seek next level (factorio edition) Posted: 04 May 2021 02:15 PM PDT | ||
Posted: 04 May 2021 11:03 PM PDT Does anybody else absolutely love the menu music? I regularly wait a couple minutes to listen to the whole thing before starting on my games and I'm wondering if anyone else is in the same boat. I could listen to it for hours but I don't wanna ruin the magic haha [link] [comments] | ||
My base before trying to abandon it and start a new life somewhere else. (I failed miserably) Posted: 05 May 2021 04:11 AM PDT
| ||
Use both lanes for output in high volume production with splitters Posted: 05 May 2021 07:36 AM PDT
| ||
Help needed with positioning a ghost with rail tracks in it Posted: 05 May 2021 04:35 AM PDT
| ||
Posted: 05 May 2021 08:12 AM PDT You could trade with a player via chat or discord, you can send a message like "i need iron here, i can give green circuits" and another player would contact you so you can reach each other, you also have to defend your base agains biters so you could buy power for example, each player would buy what he doesnt have and sell what he has, we just need some players and a serve to test how this would go, it might be laggy tho im not 100% sure, but in case it does get laggy we could orginize so we all optimize our bases with mods and better things, like tiered assemblers etc. Please let me know what you all think and if we get enough people we could make the discord server and test it [link] [comments] | ||
Posted: 05 May 2021 03:54 AM PDT | ||
For anyone who enjoys Space Exploration/K2, but want a little more complicated supply chains... Posted: 04 May 2021 11:43 PM PDT PureIt gives a fun pollution removal. K2's is far more efficient, but PureIt feels more balanced and looks way cool. Slightly incompatible, in that some text strings are wonky and it uses it's own O2 instead of SE's. Dirty Ore Extraction gives you another possible step for all ores, modded & vanilla, simply mining deeper/dirtier and needing a water-wash. Lead, Titanium, and Silica (all by the same author) all add some nice complexity and have built in compatibility with SE/K2. Make sure the check the options and enable the complicated recipe chain for Silica. Rich Rocks adds a deposit that can't be worked until late-game, and they break down into a variety of vanilla/K2 ores. Wind Turbines 2 adds some nice later stage wind generation for your factory. Realistic Uranium Processing adds a massive recipe chain for processing uranium. I haven't fully gotten through this one yet, but all the recipes seem intact... Just figured I'd share my successful mod results in case anyone else eyes AngelBob's with jealousy but don't want to give up space travel. [link] [comments] | ||
Is Using Mods to get Robots Earlier okay? Posted: 04 May 2021 09:17 PM PDT I'm currently using a mod that starts you in the game with a couple of "companions" which essentially function as robots. I would rather spend my time creating my factory than place individual splitters. Do you think that this takes some of the satisfaction of building your factory away? EDIT: Thank you for all of your comments, this community is chill asf and I like it a lot. I think my original post was a bit unclear as to what I meant to say so I'd like to clarify my question. I'm fairly new to the game (haven't even beaten the game yet), do you think that playing with bots earlier removes some of the satisfaction when you do beat the game? [link] [comments] | ||
Krastorio2+ space exploration too easy? Posted: 05 May 2021 05:40 AM PDT So I've startet krastorio2 and space exploration yesterday the first time. But it seems too easy? Like green board only iron and wood? Is there maybe a mod missing? First 2 science also very easy like even vanilla would be harder (lol) Steel out of crafting machine? No smelting? Crusher only for sand? Someone know which mod is missing? Currently at work with mobile but I can post later what I have. Last play through was with sea block/angel/bob.... I suspect aai industry missing, is that needed? Is early really that easy or am I missing something? [link] [comments] | ||
Mods to make it viable to attrition biters? Posted: 05 May 2021 12:41 AM PDT The reason I'm interesting this is that I really want to play around with Robot Army and all the biters. However, my understanding of biter mechanics is the biter spawning is free. It takes a bit of time, and there is a cap per spawner, but that's it. Generating attacks costs pollution, but that's pretty much separate from spawning. This means, as far as I can tell, attacks against biters only really do anything if, at a minimum, a nest is taken out. I think this won't really work out the way I'm hoping, though. I'd really like to be able to use attacks to meaningfully hinder the biters, even if I don't kill off a spawner. I suppose if my attack runs into a forming attack group it would give that sort of effect - assuming there aren't more mechanics at play there I'm unfamiliar with. But overall it seems like a lot of attacks would simply do literally nothing, which seems rather unsatisfying. Are there mods that would change this? Maybe by making spawning itself have some cost? Hell, I'll even take information on how moddable these sorts of things are, and ideas for how it could work. Or maybe there are other mechanics at play that I don't know about, which would make those attacks more useful than I'm expecting? [link] [comments] | ||
A solution to a problem that shouldn't have existed in the first place. Posted: 04 May 2021 02:30 PM PDT
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment