Factorio Alt-F4 #40 - Warp Speed for Charity |
- Alt-F4 #40 - Warp Speed for Charity
- That moment when you realize your 36 hour city-block layout is one block off... on both axis.
- Anyone ever look back at old screenshots and think "ah, how far we've come"
- I just realized that you can read signals from gates... And my battery charging station without passive power draw was born.
- Deathworld with very small starting area - finally stabilized
- Do you guys know if I can connect my networks by just touching the green part of the Roboport's range? I just want to allow all my drones to access my repair kits stash instead of having to restock them and risk losing walls.
- *TRAINS* How do I ensure slip lanes are used when roundabout is in use by another train.
- Factorio World Record 38,597 Rockets in 7 Days - AssemblyStorm Weekly 2021-7-2
- Guys... Guys! I think I'm gonna chill here... a while... ok?
- Blue Circuits - Direct Insertion
- Giving priority to trains.
- Tips for balancing train cargo
- B+A base question
- Factorio Factions
- Does anyone play just Bob's Mods?
- Was messing around with balancers, is there a more compact version of this? (more in comments)
- Rate my spaghetti
- Question: Have the Dev's ever stated why turning wood into coal isn't part of the base game?
- Angel's Bioprocessing - sourcing soil
- 1st Playthrough. I did the Tutorials and watch a lot of videos... but still do not understand oil... am I losing pressure because the pipe is too long? I have good lubricant production I think but down where I need it the icons are all red... How or Where do I fix this? I have 9 pumps on line
- Advice requested on transitioning to Mega Base
- I just started playing Factorio
- Smelting onto/off of Splitters.... Just..... Splitters
Alt-F4 #40 - Warp Speed for Charity Posted: 02 Jul 2021 02:17 AM PDT
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That moment when you realize your 36 hour city-block layout is one block off... on both axis. Posted: 05 Jul 2021 06:55 PM PDT
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Anyone ever look back at old screenshots and think "ah, how far we've come" Posted: 06 Jul 2021 04:34 AM PDT
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Posted: 06 Jul 2021 05:13 AM PDT
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Deathworld with very small starting area - finally stabilized Posted: 06 Jul 2021 03:45 AM PDT
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Posted: 06 Jul 2021 06:53 AM PDT
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*TRAINS* How do I ensure slip lanes are used when roundabout is in use by another train. Posted: 05 Jul 2021 10:56 AM PDT
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Factorio World Record 38,597 Rockets in 7 Days - AssemblyStorm Weekly 2021-7-2 Posted: 06 Jul 2021 01:44 AM PDT
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Guys... Guys! I think I'm gonna chill here... a while... ok? Posted: 05 Jul 2021 01:44 PM PDT
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Blue Circuits - Direct Insertion Posted: 05 Jul 2021 08:35 AM PDT
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Posted: 06 Jul 2021 04:44 AM PDT I'm just sitting in the train and we have to wait due a speed train that needs to go before us due to higher priority.. And I just came in mind, why it's not possible to create such in factorio? That you have trains which has higher priority and in case it meets one with a lesser, the one is waiting on a special waiting rail for example to let the high priority pass?! Will it takes too much ups or why isn't it in the game already?! [link] [comments] | ||
Tips for balancing train cargo Posted: 06 Jul 2021 05:45 AM PDT I am building my first train grid base in K2 and have trouble balancing the trains delivering materials to the various parts of the grid. If, for example, I need 1 steel and 10 Iron for a certain production recipe I scale the train logistics to min 100 steel and 1000 iron. Due to handling in the load phase (number of inserters and stack size) the train will leave with a somewhat different mix say 105 and 1005. Over time this will mean the steel builds up and become locked due to capacity. My current solution is a provider chest that loops the excess back using robots, but it does not "feel" right in a train grid. Any good solutions to this problem? [link] [comments] | ||
Posted: 06 Jul 2021 01:42 AM PDT Context: 29hrs into my BA run, and I've made ONE construction bot. Once I scale up, my plan is to transition into a rail-grid base, but leaving the starting area untouched for plates and alloys and other metal products (copper plates, bronze, cobalt, lead, tin, solder, etcetc) My question is: assuming a leave a big enough space around the ore patches, does this base sound viable? Currently my base is a giant mess of crawler bots shipping anything and everything everywhere, I'm hoping that by keeping the very long chains (metals, oil, and gas) in a giant central "sandbox" of sorts, I can use blocks to organise everything else, since these 3 things more or less build everything. From there I'll have to leave more space around a nearby lake where I plan to automate modules (plants and fish farms are honestly such a crazy idea I love them), so my grid base will have some fairly large "holes", but I'm hoping the organisation benefits will be worth the drawbacks of trains travelling a little far to get around these zones. Any thoughts or feedbacks on how to improve this plan? Or if you think this is a horrible plan, please explain why. Thanks! Edit: Forgot to elaborate that I am aware tearing down my entire base is a bad idea because you then have to rebuild every single thing one after the other, and that can be very mentally draining, but since I'm "only" doing plates and alloys, as well as oil and gas (these two I plan to keep relatively small still, since I don't have as much uses for them yet), I'm hoping it won't be too bad. [link] [comments] | ||
Posted: 06 Jul 2021 05:41 AM PDT I am planning on making a small Factorio factions server (around 10 people). My idea was that one or 2 people would form a faction, settle somewhere and they would compete to some sort of goal (Either the first to space or global domination of some sort) and compete over resources and defend their bases. I do have a couple questions for more experienced players, considering I am fairly new to the game. Feel free to awnser any, all, none or just rail on me for being a dumbdumb.
I would really appreciate any and all feedback. [link] [comments] | ||
Does anyone play just Bob's Mods? Posted: 06 Jul 2021 05:28 AM PDT Just curious. After finishing a K2 run, I started Bob's Mods and really like it. Tried with Angels and my head kind of spun and I dipped out pretty fast. Does anyone play just Bob's? I see a 50/50 split on posts around here about whether to just do bob's first or do A/B from the start. What do you think? [link] [comments] | ||
Was messing around with balancers, is there a more compact version of this? (more in comments) Posted: 06 Jul 2021 09:09 AM PDT
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Posted: 06 Jul 2021 08:59 AM PDT
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Question: Have the Dev's ever stated why turning wood into coal isn't part of the base game? Posted: 06 Jul 2021 08:15 AM PDT | ||
Angel's Bioprocessing - sourcing soil Posted: 06 Jul 2021 12:21 AM PDT I'm trying to get a bioprocessing line up for the first time, and I'm noticing that I need ungodly amounts of soil. For a line which produces only a few wooden boards (through paper I) a minute, or another one which produces a few bio-resin a minute, I need dozens and dozens of assemblers producing soil. How do you guys source soil? Do you have dedicated farms outputting crops for compost, and enormous amounts of washing plants for mud? Or do you end one chain of washing plants with some washing plants producing sand (but that requires even more compost)? Basically, how do you get the enormous amounts of mud/compost/sand needed for even small to modest bioprocessing setups? [link] [comments] | ||
Posted: 05 Jul 2021 02:56 PM PDT | ||
Advice requested on transitioning to Mega Base Posted: 05 Jul 2021 10:48 PM PDT
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I just started playing Factorio Posted: 05 Jul 2021 01:21 PM PDT It's a great game but I have a hard time getting started with it, I even uninstalled all my other games to force myself to learn Factorio. Though I can't get the hang of it yet, any advice please? [link] [comments] | ||
Smelting onto/off of Splitters.... Just..... Splitters Posted: 05 Jul 2021 04:36 PM PDT
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