Factorio Is there a way to not highlight new recipes after you've researched them? |
- Is there a way to not highlight new recipes after you've researched them?
- Looks like I got a good 7.5 hours of sleep
- Factorio Speedrunning - April Edition Recap
- Me and my friend made a little zoo
- Anybody need some portable fusion reactors?
- See what's underground?
- First ever base, finally got to 1k spm although somewhat inconsistent.
- 8 ways to not win Factorio without walking
- How do city-block mega-bases work?
- I've traced and re-created the Factorio logo in Blender. Then I decided to make some wallpapers with it. Enjoy!
- Looking for mods (parts of SE or so)!
- First step towards sequential logic in Factorio - the D-flip-flop
- how do i prevent bots from doing this? it really slows down building.
- Mod Idea - for the Front
- First SpaceEx rocket launched! Finals week may not have been the best time to rekindle my factorio addiction...
- Creative mode only with red and green science enabled
- My Base :3
- Starting Area Size settings in 1.1?
- Update: The Factory Must Grow: Automation in Factorio (GitHub Link)
Is there a way to not highlight new recipes after you've researched them? Posted: 01 May 2021 05:40 AM PDT
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Looks like I got a good 7.5 hours of sleep Posted: 30 Apr 2021 08:01 PM PDT
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Factorio Speedrunning - April Edition Recap Posted: 01 May 2021 02:58 AM PDT
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Me and my friend made a little zoo Posted: 30 Apr 2021 09:24 PM PDT
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Anybody need some portable fusion reactors? Posted: 30 Apr 2021 03:20 PM PDT
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Posted: 01 May 2021 01:51 AM PDT
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First ever base, finally got to 1k spm although somewhat inconsistent. Posted: 30 Apr 2021 04:26 PM PDT
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8 ways to not win Factorio without walking Posted: 30 Apr 2021 02:00 PM PDT
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How do city-block mega-bases work? Posted: 30 Apr 2021 08:11 PM PDT I am pretty far into my first playthrough of the game (have rocket control panel researched :D) and I was wondering how those tile-able bases I see here work? I am interested in a city block design and would like to know the fundamentals of it if anyone could explain it for me :) [link] [comments] | ||
Posted: 30 Apr 2021 10:02 AM PDT
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Looking for mods (parts of SE or so)! Posted: 01 May 2021 02:57 AM PDT Looking for mods which may bring some SE functionality to core game w/o overwhelming game changes: - core mining (with same ratio and high crafting price maybe with adding vulcanite-based recipes etc.) - beacon system (more modules to one beacon, machines may be affected by only one beacon, few beacons tiers) Also preferably that mods will be K2-compatible 😅 Any suggestions? [link] [comments] | ||
First step towards sequential logic in Factorio - the D-flip-flop Posted: 01 May 2021 06:16 AM PDT
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how do i prevent bots from doing this? it really slows down building. Posted: 01 May 2021 04:45 AM PDT | ||
Posted: 01 May 2021 07:58 AM PDT I want to pitch an idea for the people of this subreddit. I don't have any ability to make this happen on my own but I wanted to get some feedback. The basic premise is that you set up and run a factory - not with some nebulous goal of launching a rocket - but to deliver war materials to the front line, somewhere far, far away off-map. There is a war. Your side is losing... badly You start as a small group of engineers and laborers at the dead end of a rail line. Your assignment is to turn this desolate piece of real estate in the hinterlands into the productive envy of the world. You begin by constructing basic housing for your workers and mining resources. Requests (possibly demanding quotas) come down the line from the capital. The enemy is at the gates. "We require 10,000 rounds of small arms ammunition within 7 days to survive the onslaught".d. Eventually requests get larger and more complex. "We require 100,000 rounds of small arms, 1,000 artillery shells, 50 armored cars, etc" until you work your way up to tanks, aircraft, and eventually nuclear weapons. If you exceed quotas, the central authority grants you more privileges. They send more food or experienced managers who can get extra efficiency out of your workers, scientists with new blueprints, rare raw materials, but as a favored engineer now more is expected of you. Quotas go up, pressure increases. If you miss your quotas, resources get diverted away, harsh measures or enforced. commissars are sent to chain your workers to their stations, the army confiscates sophisticated machinery for other factories. You must earn your way back in the committee's favor. There could be a lot of room for things like enemy air raids that require you to build radar and flack cannons and eventually missiles to defend against, enemy saboteurs that require guards. Disgruntled workers might smash equipment. All the while you are under the gaze of the central committee that demands ever more from your factory for the front. [link] [comments] | ||
Posted: 30 Apr 2021 12:47 PM PDT
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Creative mode only with red and green science enabled Posted: 01 May 2021 01:15 AM PDT Atm i am making blueprints for my planned seablock megabase. I use creative mode for that. As my main game only has red and green science ready i would like to constrain creative mode to only has this science enabled. Is there any way to do it? [link] [comments] | ||
Posted: 01 May 2021 12:13 AM PDT
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Starting Area Size settings in 1.1? Posted: 30 Apr 2021 08:38 PM PDT So, I haven't played in a little while, but getting back into it I noticed that there was no option for starting area size, and when I spawned into the game it seems like instead of the way it was before, where the starting area was fairly static, regardless of map generation settings, now the starting area seems to conform to the rest of the map generation settings. For context, I was planning a game with small, infrequent, but rich ore patches, as I wanted to toy around with a circuited rail system that would use multiple ore pick-up points, which would be enabled or disabled based on circuit conditions. However in order to get there, I'd need to bootstrap a base that could get to rail networks and build up a decent supply of rails, but the starting base area seems to use the same generation settings now as the rest of the map. Is there a setting I missed, or possibly a mod to change that. I could hypothetically bootstrap the base with the generation settings as is, since the patches were set, though small, to maximum richness, but that just seems like an exercise in tedium, and I'd much rather have a starting area I could fit more than a handful of miners on. [link] [comments] | ||
Update: The Factory Must Grow: Automation in Factorio (GitHub Link) Posted: 30 Apr 2021 09:43 AM PDT Hi all, Referring to this post, we now have a GitHub repository of our code available. Please feel free to try it out if you want to run your own optimizers for belt placement. [link] [comments] |
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