Factorio Controling the circuit network with WASD 2.0 |
- Controling the circuit network with WASD 2.0
- I just noticed that if you mouse over the undo button, it show you what will be undone.
- I was watching the title screen backgrounds and discovered that the spidertron had babies! I'm so proud of it :)
- After 280 hours on steam, and however many hours prior when I had pirated the game (Sorry WUBE), I finally launched that rocket.
- Just got the game. I’m so so freaking lost
- Compact 48 Reactor Nuclear in 192x192 tiles
- That beautiful feeling when all production converges to a stable level....
- The background picture from factorio.com itself (doesn't seem to be posted before)
- Space Exploration Design Challenge: Core Fragment processing
- any extra mods for krastorio 2?
- Sometimes you want something neat. Sometimes you just want something that works
- I gave up trying to map out the production chain for Pyanodon Complex Circuits
- BeltBalancing - Throughput
- Factorio gives you so many options!
- UPDATE 3!! Thank you to everyone who seemed interested in my first two posts, I've come a long way (for me) since then and figured I'd share! I'll add captions to each pic as well. As always any advice or recommendations are always appreciated!
- Good mod guide on Youtube (mostly for AAI)
- Is there a way to reduce ore richness below 17%?
- Every Design can be improved
- Sub 1:30 any% speedrun!
- Can other ores spawn on top of creep? (krastorio)
- i need 18 to 18 blue belt balancer did somone have a blueprint ?
Controling the circuit network with WASD 2.0 Posted: 03 Jun 2021 03:24 AM PDT
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I just noticed that if you mouse over the undo button, it show you what will be undone. Posted: 02 Jun 2021 05:18 PM PDT
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Posted: 02 Jun 2021 09:58 PM PDT
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Posted: 02 Jun 2021 10:44 PM PDT
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Just got the game. I’m so so freaking lost Posted: 02 Jun 2021 03:13 PM PDT
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Compact 48 Reactor Nuclear in 192x192 tiles Posted: 02 Jun 2021 03:49 PM PDT
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That beautiful feeling when all production converges to a stable level.... Posted: 02 Jun 2021 03:13 PM PDT
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The background picture from factorio.com itself (doesn't seem to be posted before) Posted: 03 Jun 2021 07:30 AM PDT
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Space Exploration Design Challenge: Core Fragment processing Posted: 02 Jun 2021 05:34 PM PDT In Space Exploration each planet has one of 13 unique core fragment. If you're placing a core miner on a planet, the assumption is you want the primary resource of that core fragment type. However as a byproduct you also get the generic core fragments which give you a smattering of everything basic (Iron, copper, stone, coal, vulcanite, uranium, water, oil). If you happen to need some of those, great. But many times those are the annoying things you need to deal with so production doesn't stop. You can put a core miner on each planet, and you always get the same byproducts, so you can make a blueprint for how to deal with them. It's a great unique design challenge, because the inputs are exact, infinite (you will never run out), limited (a small setup is fine, it doesn't produce that fast). The output goal is to up-process as much as possible so the output is: Something you want, and something very resource dense so you don't have to send rockets of it all the time. The obvious first choice in my mind for output is Low Density Structures. It uses Steel (iron), Copper, Plastic (oil, water, coal), and Glass (stone). Vulcanite can be used in an alternate recipe to get more out of iron or copper ore. With some testing and some crude math I found there was leftover stone, copper, and a bit of oil. So with those leftover scraps I made blue circuits. Rules of the design challenge:
There is way too much coal, and way too little oil, so coal liquefaction is an obvious solution. Even with that I found oil needed the most prod modules. Uranium is produced at ~1% the rate of the other items, so it's hard to do much with it. I'd encourage processing the ore because it reduces 10:1, but beyond that it's easy to throw in a chest and ignore. But if you want to use it, great! Here's my first attempt. It's not pretty, but does a pretty good job of not backing up. [link] [comments] | ||
any extra mods for krastorio 2? Posted: 03 Jun 2021 06:28 AM PDT i want to have a heavily modded world that fits with krastorio. if you know any please let me know. list of mods i already have: krastorio (of course) a bunch of quality of life mods akimbo guns alien biomes alien wall amoures biters cargo ships cold biters explosive biters geothermal noxys swimming rampant canon turret deep core mining waterfill [link] [comments] | ||
Sometimes you want something neat. Sometimes you just want something that works Posted: 02 Jun 2021 01:21 PM PDT
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I gave up trying to map out the production chain for Pyanodon Complex Circuits Posted: 03 Jun 2021 07:37 AM PDT
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Posted: 03 Jun 2021 06:44 AM PDT Hello, i am trying to merge 6 lanes of copper to 4. I found a balancer blueprint. On the left side I have 4 full lanes of copper. After the Balancer there are empty spots on the belt. Do you have any suggestions? [link] [comments] | ||
Factorio gives you so many options! Posted: 02 Jun 2021 01:01 PM PDT
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Posted: 02 Jun 2021 09:42 PM PDT
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Good mod guide on Youtube (mostly for AAI) Posted: 03 Jun 2021 06:23 AM PDT Is there any good Youtube channel that explains how the mod works? I was trying to jump into AAI as it sounds fun but it's quite complicated to even automate mining. [link] [comments] | ||
Is there a way to reduce ore richness below 17%? Posted: 02 Jun 2021 07:05 PM PDT Wondering if there is any way to reduce ore richness below 17% when creating a new game. Thanks! [link] [comments] | ||
Posted: 02 Jun 2021 03:19 PM PDT
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Posted: 03 Jun 2021 06:14 AM PDT
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Can other ores spawn on top of creep? (krastorio) Posted: 03 Jun 2021 01:43 AM PDT Hey I'm debating about starting a death world with krastorio. If ores can't spawn on creep then there will be large areas where there aren't ores, since all the nest will be too big. [link] [comments] | ||
i need 18 to 18 blue belt balancer did somone have a blueprint ? Posted: 03 Jun 2021 05:25 AM PDT |
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