Factorio Base on the Tokyo-3 layout |
- Base on the Tokyo-3 layout
- Uninstalling. Game is too addictive.
- Noveller half-half-width smelter design
- 126000 Construction Bots on the move! 10+ GW of power in use!
- I love the game but when I play it I get bored very fast
- Does this constitute as spaghetti?
- I never knew I could love/hate something as much as my first run. Everything is a hot, industrious mess, and I am being held back by my lack of oil knowledge and lack of foresight when placing walls. Growing pains are real.
- The factory must grow!
- (REPOST) Dense Neural Network + Backpropagation implementation in Factorio
- Question about long trains 4-12 4-16
- Why is this game so well designed
- Evolutive Green, Red, & Blue Circuits For 9 Tiles Ribbon Worlds
- Super satisfying (if not entirely fully space-efficient) early bus
- I am one hundred percent sure that this is the most efficient way possible to do this
- Ah, yes, sweet spare minute
- The Hexagon base format had me intrigued. Made a couple of types I cannot live without. Feel free to leave feedback. Superior to city block because built in trains. Dropoff - Pickup - Mining - Smelting w/ options all stack on each other. (I hope)
- I present: The starting of the spaghetti highway base
- How to remove extra character from single player game?
- How to make a vanilla shuttle train you can leave anywhere and call at shuttle stations whenever you need it
- Seeking an advice on expanding my territory.
- K2 Main Bus Requirements
- If a station gets freed up and multiple trains were waiting to go there, which train gets priotlritised?
- Got my self into a tricky situation, can you figure out how to distribute the inserters and the belts to all of the assembling machines only in the bounds of the image?(I did somehow)
Posted: 22 Jul 2021 07:14 AM PDT
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Uninstalling. Game is too addictive. Posted: 21 Jul 2021 10:48 AM PDT
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Noveller half-half-width smelter design Posted: 22 Jul 2021 04:41 AM PDT
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126000 Construction Bots on the move! 10+ GW of power in use! Posted: 22 Jul 2021 04:41 AM PDT | ||
I love the game but when I play it I get bored very fast Posted: 22 Jul 2021 02:47 AM PDT I bought the game like 2 years ago play a lot for a few weeks and stopped because I got into some other hobby. Now that I'm back gaming like hell I wanted to play the game again but every time I launch the game I play like ten minutes and just get bored and quit the game. I have only 115h into the game, never finish it so I should be bored playing an addictive game like factorio. Do you have some advice to get me addicted ? I tried to play with friends of mine but none of them want to play the game or have the money to buy it Playing with stranger seems a good idea but I will just get carried (I already tried) The factory must grow Edit: Thank for the advices I'll try them when I came back home [link] [comments] | ||
Does this constitute as spaghetti? Posted: 21 Jul 2021 11:10 PM PDT
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Posted: 21 Jul 2021 01:11 PM PDT
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Posted: 22 Jul 2021 01:09 AM PDT
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(REPOST) Dense Neural Network + Backpropagation implementation in Factorio Posted: 22 Jul 2021 08:02 AM PDT
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Question about long trains 4-12 4-16 Posted: 22 Jul 2021 06:11 AM PDT Anything I have to plan in particular? I'm thinking about using 4-16 trains for the Ore -> Smelter transport. Maybe 4-12. And I'm currently planning and building Unloader Stations in Creative. But I've never used trains that long. Usually, I go for 2-4. But they cause a lot of traffic. I'm using a 4-Lane network. But I'm worried. Even though I can't come up with something why this shouldn't work. So I thought I ask in advance if there's something I have to consider. [link] [comments] | ||
Why is this game so well designed Posted: 21 Jul 2021 09:12 AM PDT Like seriously i've literally overcomplicated almost every system i've designed so far because i thought the game didn't account for something. Especially with trains; yellow signal, train limits, train limits but another feature of them, train limits but related to scheduling, train limtss but related to something else in scheduling,... WHY??? I mean it's nice because having a billion combinators isn't exactly good for UPS... [link] [comments] | ||
Evolutive Green, Red, & Blue Circuits For 9 Tiles Ribbon Worlds Posted: 22 Jul 2021 05:16 AM PDT
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Super satisfying (if not entirely fully space-efficient) early bus Posted: 22 Jul 2021 02:21 AM PDT | ||
I am one hundred percent sure that this is the most efficient way possible to do this Posted: 22 Jul 2021 06:56 AM PDT
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Posted: 22 Jul 2021 08:17 AM PDT | ||
Posted: 21 Jul 2021 09:13 PM PDT
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I present: The starting of the spaghetti highway base Posted: 21 Jul 2021 10:09 PM PDT
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How to remove extra character from single player game? Posted: 22 Jul 2021 02:04 AM PDT
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Posted: 22 Jul 2021 08:07 AM PDT
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Seeking an advice on expanding my territory. Posted: 22 Jul 2021 02:13 AM PDT Here's the map for my latest run. I've launched several rockets and I have +120% artillery range at this point. My current goal is to transition to a megabase stage, but i want to start slow with 500 spm and scale it up after. I will need more territory to build all my builds though. On the right you see my attempts at trying to use artillery outposts to clean up large patches of land, but it still seems a bit tedious to rebuild them to push deeper into biter territory, because that means that outpost has to be emptied of all the ammo, bots, spare walls, turrets and other resources, etc and only then deconstructed. Also I wonder if I could just use these outposts for base defense instead of building actual wall because disassembling and moving the wall is also pretty tedious. One danger I see is if I'm not careful with pollution cloud, the biters can try to attack base directly instead of going for outposts. Thoughts? [link] [comments] | ||
Posted: 22 Jul 2021 08:45 AM PDT Hi all, So I am about 20-30 hours in to my K2 only run and f\**d up my factory badly and so it doesn't scale well, it looks like a mess and I'm getting overrun by Rampant/Armored Biters waves and expansions. Furthermore, I can't get to Utility Cards fast enough to make decent offensive items. So, I spent a couple of hours designing a main bus using information from Recipe Book with reasons for each (what the bus will be used for) and what linear order to put them down in based on tech card unlock. Did this to save many more hours of frustration. I did this main bus up until Production tech cards. Due to the linear unlock system fashion of K2 nothing earlier in the tech tree requires anything later in the tech tree and so this main bus will still work even with the last 3 tech cards. SolidsIron Copper Stone
Electronic circuit
Blank tech cards
Wood (water) - SMALL BUS
Coke (wood, coal) - SMALL BUS
Coal
Steel Plates (2 coke, 10 iron plates)
Plastic
Electronic Components
Advanced Circuits
Processing Units
Rare metals
Uranium-238
FluidsPetroleum
Sulfuric acid
Hydrogen Chloride
Bus timing placement ordered by tech card unlocksBasic
Automation
Logistics
Military
Chemical
Utility
Production
In total, there are 15 belts and 3 fluids (possibility to remove petroleum) Deadlock's belt stacking and associated recipe mods would work wonders here to make sure the main bus stays neatly within a single 50x50 chunk with two spaces between each for splitter-undergrounds whilst saving UPS. Otherwise, you're looking at 2-3 chunks which, for me, and foresight into how many lanes of product you'd need before playing. There are reasons why I did not include iron gears, copper cables, glass, engines etc but including this would make the post too long. Hope this helps someone. [link] [comments] | ||
Posted: 22 Jul 2021 08:15 AM PDT I have a waiting station design and i don't know for sure when a train is "arrived at the station" because if it's when it's litterally when it is right behind the station the priority would need to be the train with the least pathing distance to the freed up station (because a train will always be in the "primed" position in the front of the station, but that one has to leave first because the ones behind it can't leave when it is there) [link] [comments] | ||
Posted: 22 Jul 2021 07:41 AM PDT
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