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    Saturday, August 14, 2021

    Factorio Happy Birthday Factorio 1.0

    Factorio Happy Birthday Factorio 1.0


    Happy Birthday Factorio 1.0

    Posted: 14 Aug 2021 03:19 AM PDT

    Now introducing the worst but circular, smeltery design.

    Posted: 13 Aug 2021 09:25 PM PDT

    How excited would you be to see this in real life?

    Posted: 14 Aug 2021 07:06 AM PDT

    Do you think this intersection makes sense? I know that roundabout alone would be sufficient, but having extra spaghetti inside allows my trains to take *SLIGHTLY* shorter routes.

    Posted: 14 Aug 2021 04:08 AM PDT

    Happy Birthday, Factorio! �� 1 Year Since Release

    Posted: 14 Aug 2021 01:10 AM PDT

    Somebody forgot to delete unused electric pole. Bugs me everytime.

    Posted: 14 Aug 2021 07:39 AM PDT

    Clearing biter nests out of the claimed land for my megabase, about 50% done. This debug option is really nice for seeing where they are.

    Posted: 14 Aug 2021 01:29 AM PDT

    Happy because I did it myself :)

    Posted: 13 Aug 2021 07:45 PM PDT

    Somebody looka my spaghet! So proud and half surprised this still runs.

    Posted: 14 Aug 2021 01:55 AM PDT

    [Help] robots won’t fill in ghost tiles for some reason… description in comments��

    Posted: 13 Aug 2021 07:34 PM PDT

    I found iron!

    Posted: 14 Aug 2021 03:50 AM PDT

    Hosting a multiplayer event to celebrate Factorio's 1-year anniversary at 19:00 UTC (approx. 8 hours from when this is posted)

    Posted: 14 Aug 2021 03:55 AM PDT

    The game will be titled Factorio 1-year anniversary!, you should be able to find it in your public games menu. Let's see how much we can get done on a standard full vanilla freeplay world!

    submitted by /u/Phoenix_Studios
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    TIL you *can* enter a vehicle in sandbox mode (without a character)

    Posted: 14 Aug 2021 02:52 AM PDT

    Just hover your mouse over the vehicle, so that there is a yellow rectangle around it, and press Enter. Very useful to fix train deadlocks.

    I had been juggling with console commands to attach/detach myself to/from a character before :-D

    submitted by /u/jacquev6
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    Wont have access to my computer for a week now so im wondering if there is any games on the phone like factorio?

    Posted: 14 Aug 2021 03:59 AM PDT

    Critique my design. Science pack production is outside of the screenshot, because it is a bit disorganized.

    Posted: 14 Aug 2021 07:31 AM PDT

    Factorio All New to me

    Posted: 13 Aug 2021 04:27 PM PDT

    Starter bas ¨100SPM¨

    Posted: 14 Aug 2021 08:14 AM PDT

    Construction bots not receiving calls? I have plenty of landfill in this network, but there's a bunch of holes in my layers of landfill, the bots never seem to do anything about them. You can see there are many idle bots and they are definitely within the construction zone.

    Posted: 13 Aug 2021 11:08 PM PDT

    Flashing alarm system with sound, some help wanted.

    Posted: 14 Aug 2021 05:18 AM PDT

    Dual-color flashing alarm

    I'm fairly new to the circuit system and was wondering if there's a better way of setting this up? What I'm trying to do is showing a red light when the alarm is triggered with 2 short flashes of yellow at a set interval and the sound going off only during those two yellow flashes.

    submitted by /u/Proysen89
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    I made a small U-235 enrichment setup that doesn't produce tons of U-238.

    Posted: 14 Aug 2021 01:58 AM PDT

    I made a small U-235 enrichment setup that doesn't produce tons of U-238.

    When I started with nuclear power I ended up with a lot of U-238. I took some of the material I had and kickstarted this little enrichment facility. I had to experiment and scratch my head a bit but I came up with this, it's been running no problem for a while now.

    The inserters on the right just ensure I pull evenly from both sides of the belt.

    The fundamental building block is the SR-latch, the three combinators. The yellow inserter in the middle of the picture pulling U238 (mostly anyway) from the centrifuge is active when S=1. S is activated when the middle-ish blue inserter grabs a piece of U-238, i.e when a new cycle of the Kovarex process has begun. It needs an addition of three U-238 for each cycle. The purple filter inserter filters the U-235 away, back into the centrifuge. Any excess is ignored and picked up by the top inserter into the chest (the yeild, basically). The reset signal to the latch is the belt sensor, when a piece of U-238 passes. Thus the production of U-238 is no longer needed and the inserter feeding it to the system is shut off. The filter inserter behind the belt sensor picks this piece of U-238 up and puts it on the ground to be fed back into the Kovarex next cycle.

    If you're like me and don't care so much about ratios etc but just wants some U-235 on the side this is a neat setup I think!

    submitted by /u/Tickstart
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    Defend base or turret creep to save resources?

    Posted: 14 Aug 2021 02:30 AM PDT

    We are playing death world with my friend for the first time and we can't pull it of from multiple reasons. Main question is if it is better to kill alien bases to not waste resources on defense or if it is better to go with pure defense? Atm we are just before getting oil and we can't sustain ammo manufacturing. There are several bases zerging us and we can't keep up. I don't know if we are just slow/nonefficient or we should he killed nests. What is your approach?

    Also we were wondering if it is maybe better to go slower but efficient in the beginning to slow up pollution build up or just go full nuts with production to go as fast as possible?

    Thx for any adivices ;) keep in mind that it is DEATH WORLD ;)

    submitted by /u/vybornak
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    Mod that locks structures/prevents removal?

    Posted: 14 Aug 2021 06:13 AM PDT

    Hey, I keep accidentally removing my buildings by accidentally pressing right click while not paying attention. I was curious if there was a mod that could just lock buildings so they're unable to be removed by the player until they're first unlocked.

    submitted by /u/MufinMcFlufin
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    As far as overhaul / big content mods go (krastorio, angel, bobs, seablock, py, etc) --- How would you rank them in terms of easiest to hardest for someone who prefers a gradual ramp in difficulty/complexity?

    Posted: 13 Aug 2021 12:00 PM PDT

    Looking to jump into the big Factorio mods, but I don't want to go into the wildly complex mods right away.

    What do folks generally recommend is a good starting point for modded (overhaul) gameplay?

    Also interested in the different combinations and what mods are complementary with one another (like, obviously, Angel and Bobs for example).

    submitted by /u/save_the_ducks
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    Mods

    Posted: 14 Aug 2021 08:12 AM PDT

    Me and 2 buddies are just about to beat the game on entirely vanilla; were thinking of doing a modded playthrough but I have no idea what mods to get. Any suggestions?

    submitted by /u/This_Would_Be_Me
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    1 comment: