Factorio I can't resist teasing you what I've just spent two weeks working on, and I'm very far from being done ... |
- I can't resist teasing you what I've just spent two weeks working on, and I'm very far from being done ...
- Check that out, quick tip
- Ghost belts can alter how items flow
- Is it possible to have identical train station names?
- Nothing like a clean purple science setup
- Is there a way to remove all the trees near existing buldings without deconstructing the buildings / blueprint?
- Early game mall spaghetti
- I saw someone post spaghetti from their early game. I raise you this: My blind playthrough
- 43hours in I finally launched my first rocket. Base is far from well-organized, still it is great satisfaction!
- I created my first mod, a milestone tracker! Compare your progress with your friends or just reminisce on your factory's history.
- Wanted to Share my Multi-launch
- PSA: Some balancer blueprint books are broken, use these ones if you're having issues with balancing (other good ones in comments)
- Malls.
- TIL: Shift+M2 on assembler, then Shift+M1 on a blue chest, copies its recipe into logistic request
- Spaghetti Junction
- Happy I launched my first rocket today. Took my time in doing so. 206 hours!
- Literally unplayable inserter bug
- Is it possible for a mod to change efficiency module energy use calculations from additive to multiplicative?
- Possible bug in Factorio
- Déjà vu, I've just been in this place before. (Mk3 spider OP)
- I'm just starting a k2+SE playthrough.... any tips for this?
- first time playing freeplay!! any tips?
Posted: 25 Jun 2021 02:16 PM PDT | ||
Posted: 25 Jun 2021 08:27 PM PDT
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Ghost belts can alter how items flow Posted: 25 Jun 2021 06:21 PM PDT
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Is it possible to have identical train station names? Posted: 26 Jun 2021 04:08 AM PDT So my thought is as following: I would like to name all my iron smelter "Iron Smelter" for example, and all stations needing iron "iron unloading". Now... is it possible that I tell my trains to drive from "iron smelter" to "iron unloading" all the time and let my stations deactivate if the don't have/need iron? So let's say I have five smelters named and five "iron unloading" stations, would the trains drive to the next "iron smelter" which is activated? So I mean can the trains differentiate between different stations all named identical? Sorry for my weird English ^ [link] [comments] | ||
Nothing like a clean purple science setup Posted: 25 Jun 2021 08:35 AM PDT
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Posted: 26 Jun 2021 07:58 AM PDT
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Posted: 25 Jun 2021 10:41 AM PDT
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I saw someone post spaghetti from their early game. I raise you this: My blind playthrough Posted: 25 Jun 2021 10:59 PM PDT
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Posted: 25 Jun 2021 11:26 PM PDT
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Posted: 25 Jun 2021 09:02 AM PDT
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Wanted to Share my Multi-launch Posted: 25 Jun 2021 04:30 PM PDT
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Posted: 25 Jun 2021 07:49 AM PDT
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Posted: 26 Jun 2021 09:10 AM PDT Hello, I am in need of a mall for late midgame. I am new to the game and I can't find myself understanding how to build one and one version 1.1 . Therefore I am asking you for help. Many regards, Engineer. [link] [comments] | ||
TIL: Shift+M2 on assembler, then Shift+M1 on a blue chest, copies its recipe into logistic request Posted: 26 Jun 2021 09:04 AM PDT
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Posted: 26 Jun 2021 08:45 AM PDT
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Happy I launched my first rocket today. Took my time in doing so. 206 hours! Posted: 25 Jun 2021 02:49 PM PDT | ||
Literally unplayable inserter bug Posted: 26 Jun 2021 07:21 AM PDT The inserter on the bottom left, which is unloading onto an underground "in" facing towards the inserter unloads 1.75% slower than all other Inserter -> Underground configurations. Was testing a wagon unloading configuration when I noticed a gap in the items. Would post on forum but I can't reset my login details for some reason. [link] [comments] | ||
Posted: 26 Jun 2021 01:12 AM PDT As an example, the way energy use currently is calculated for two speed 3's and two efficiency 2's in an AM3 goes like this: Base 100% + 70% + 70% - 40% - 40% = 160% base energy use What I'd like it to do instead: [Base 100% + 70% + 70%] x 60% x 60% = 86.4% base energy use So the prod/spd modules are still additive, but the eff module multipliers happen after. An eff1 would multiply by 70% and an eff3 would multiply by 50%. If two eff2's are in a beacon, the effect would be Base x 80% x 80% since both modules are only half as effective and only reduce power consumption by 20% each instead of 40% each I would also like to remove the "minimum 20% energy use" restriction since negative energy use is no longer an issue with multiplicative energy reductions Is this possible using a mod? or does the game's code not allow this? Primary reason for doing this is to make eff modules have more of an impact, and for possible combo use with other mods that alter power production/consumption [link] [comments] | ||
Posted: 26 Jun 2021 01:00 AM PDT I started a game with some quality-of-life mods and opened the game after 5 hours without them (just to see if achievements became available again). I had a mod named quality of life research, which lets you research fast crafting speed and fast walking etc. Furthermore, I could finish achievements again after removing the mods, but I didn't lose the crafting and walking speed. I'm not complaining because I love the extra movement speed, just something I noticed. [link] [comments] | ||
Déjà vu, I've just been in this place before. (Mk3 spider OP) Posted: 25 Jun 2021 01:48 PM PDT
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I'm just starting a k2+SE playthrough.... any tips for this? Posted: 25 Jun 2021 06:05 PM PDT Not looking for directions... just some tips/guidelines that unless you play a second time you wouldn't know. Things to look out for???? [link] [comments] | ||
first time playing freeplay!! any tips? Posted: 25 Jun 2021 07:35 PM PDT |
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