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So what are the must-have mods these days for someone who's finally up to speed on playing the base game? Is there a central md HQ somewhere, or anything analogous to CKAN for KSP?
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# ¿ Sep 16, 2016 15:41 |
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# ¿ Apr 25, 2024 21:32 |
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Solumin posted:The game has a mod manager built-in now, and your can access it outside the game at mods.factorio.com. Perfect, thanks!
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# ¿ Sep 16, 2016 20:53 |
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GotLag posted:Reactors update! Oh, nice! I just got my breeder setup running nicely last night, can't wait to try out the new toys!
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# ¿ Oct 3, 2016 18:54 |
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vOv posted:https://www.youtube.com/watch?v=hKnnk31yKuw drat, that's just hypnotic
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# ¿ Nov 22, 2016 04:39 |
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Jabor posted:the only "worm menace" mod I want is Dune That'd be a good one -- if you fail to launch enough spice rockets, the Emperor drops a legion of Sardaukar on you
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# ¿ Dec 8, 2016 16:12 |
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totalnewbie posted:I'm a cheater and find this whole mucking about with oil thing to be stupid because of how oil is laid out and how quickly it goes down to 0 and how much of a PITA it is to transport oil a long distance etc. so I just turn each oil spot up to ridiculous yields and have like, 4 derricks fueling my entire empire. Adding the Tank Wagon mod did the same for me. Shipping oil in barrels was too much to bother with, pumping it into and out of tank cars I can set it and forget it.
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# ¿ Jan 10, 2017 17:49 |
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Baloogan posted:no ive never made any changes to RSO config, I don't know how There's a mod called Advanced Start or something like that -- it gives you power armor, personal roboports, and a bunch of construction bots to start with
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# ¿ Feb 15, 2017 15:23 |
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Finally knocked off Lazy Bastard. God help me, it's time for Bob's / Angel's
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# ¿ Feb 20, 2017 14:22 |
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Well a joule is a Watt-second, right? So it's 3.6 megajoules to a kilowatt hour, or 3.6 gigajoules to a megawatt-hour Ed: ah, screw it. Per Google, you need 25 fully charged accumulators per MW of demand to last the night. Or 21 accumulators for each 25 solar panels ZekeNY fucked around with this message at 14:06 on Feb 21, 2017 |
# ¿ Feb 21, 2017 14:01 |
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Factorio: the Fun is Automated
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# ¿ Apr 25, 2017 02:54 |
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Then we automate this thread with a Markov chain generator, and can all atrophy away to nothing.
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# ¿ May 12, 2017 01:20 |
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Collateral Damage posted:The factory must expand to meet the needs of the expanding factory. New thread title right there
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# ¿ May 12, 2017 13:17 |
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GenericOverusedName posted:What am I going to do with all these bullets!? That's one of those questions that answers itself, isn't it?
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# ¿ May 13, 2017 14:55 |
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Dr. Stab posted:I would like lazy bastard a lot more if it didn't require you to spend so much longer in the early game. Having one miner and one assembly machine that you switch between tasks is just a more painful version of handcrafting. It would be a lot more fun if there was a 0 technology assembly machine that could craft assembly machines and miner drills, rather than having to wait for assembly machine 2s before you can start the game for real. I liked doing Lazy Bastard once, but I wouldn't try it again. It was fun playing through the very, very slow takeoff from hand-mining through full automation, but after doing that I feel no need to do it again. I wound up using an Accelerated Start mod in .14, and will probably use something like it again before too long.
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# ¿ May 19, 2017 17:48 |
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Impermanent posted:is there a mod that adds a chance for products to come out malformed? It'd be interesting to automate QA. That'd be a good one. Or make R&D probabilistic - all you know about a tech is the packs required and the level of difficulty, time to complete is random. It'd drive me mad!
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# ¿ May 20, 2017 12:26 |
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Hemingway To Go! posted:I'm really confused about something. Sure. Just like the "diesel locomotive" will run on wood, coal or just about anything except oil.
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# ¿ May 23, 2017 21:53 |
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ShadowHawk posted:They renamed it "locomotive" in the new version. They would, those bastards.
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# ¿ May 24, 2017 01:22 |
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GotLag posted:Sneak peek: Wow -- automated switching yards are the #1 thing Factorio is missing right now
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# ¿ Jun 4, 2017 15:28 |
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XkyRauh posted:And then you start a new game and see the little Burner Drill and just die a little inside. But then you add a fast start mod and everything's wonderful again
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# ¿ Jul 6, 2017 15:09 |
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Ghost of Starman posted:I have to wonder if I tweaked one of the variables the wrong way - I would expect that turning the "Evolution -> Time Factor" slider down would slow the rate at which enemies grow and unlock more advanced units, but maybe I hosed up. I think I also tweaked the "Minimum" and "Maximum cooldown" under "Enemy Expansion" - but again, aiming to slow my enemy growth rate. Laser turret creep is very satisfying
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# ¿ Nov 10, 2017 12:26 |
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Oh hell yes, I picked the right day to work from home!
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# ¿ Dec 13, 2017 16:00 |
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Naan Bread posted:How many heat exchangers/pipes/turbines/pumps do I need for say a 20 reactor nuclear power setup? Or better yet does anyone have a blueprint for something like that. This is what I've been going by; not sure if it's out of date or not. https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/
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# ¿ Jan 4, 2018 21:57 |
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Gwyneth Palpate posted:With regards to logistics bots nerfs, I feel like it's important that any nerf so levied would never apply to construction bots. Construction bots are just too drat useful and don't detract from a different "style" of gameplay. The construction bot achievement is called "you're doing it right", so you'd think that they'd want to encourage that style.
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# ¿ Jan 14, 2018 19:48 |
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sharkbomb posted:I started upgrading artillery range last night, and... hooooooo boy. I love researching artillery range on a non-railworld map. The research complete notice starts flashing, all my turrets fire at once, and 30-40 seconds later I have a 360 degree zerg rush coming in
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# ¿ Feb 24, 2018 16:25 |
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Even at $40, it's fantastic value for the money. I'd pay that in a heartbeat.
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# ¿ Apr 1, 2018 15:57 |
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Renegret posted:Just let excess materials back up on the belt. This was the hardest concept for me to get my head around at first, but once it finally clicked, the whole game made sense at last.
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# ¿ Apr 10, 2018 18:17 |
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drunken officeparty posted:I bought this months ago and just yesterday got around to playing. I think I might be retarded because my poo poo is so inefficient it's not even funny. I spent like 3 hours loving around on level 2 of the campaign before realizing all the broken train tracks and stuff that were already there might have been useful and I shouldn't have just demolished everything. The best Factorio advice I ever got was to ditch the campaign and jump straight in to the free form game.
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# ¿ May 15, 2018 14:02 |
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Sininu posted:This will be changed in next major update! Best news ever.
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# ¿ Jul 4, 2018 15:11 |
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Mayveena posted:By the way, they just added train blueprints to their next build . https://www.factorio.com/blog/post/fff-263 That looks great! I really can't wait for the next version now.
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# ¿ Oct 6, 2018 15:57 |
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Was it here that someone who was a powerplant engineer in real life posted their elaborate load-shedding and multiple redundancy backup generator system? I'll never find it again, but that was one of the best Factorio posts there will ever be
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# ¿ Oct 8, 2018 20:04 |
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That's the one, M_Gargantua -- thanks for quoting it
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# ¿ Oct 8, 2018 22:46 |
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Chunjee posted:"As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt." You're not kidding. That's a great change, even without the other stuff
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# ¿ Nov 16, 2018 18:45 |
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I'm loving the coal-fired plant on the right side using steam turbines
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# ¿ Dec 5, 2018 12:52 |
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GotLag posted:The solution is always MORE TRAINS Factorio: The solution is always MORE
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# ¿ Jan 9, 2019 12:43 |
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M_Gargantua posted:I've recently been having a lot of fun with the Texugo TA miners mod. Much quicker to set up one of them at an outpost rather than dealing with a mass of miners and belts. I wouldn't say Warehousing is a required mod but highly recommended to use in conjunction. The biggest one sucks up a 50x50 box of ore and can pump out four continuous blue belts of ore. Thanks for mentioning the TA miner mod, that's exactly what I needed to get over the tedium of setting up yet another mining outpost.
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# ¿ Jan 31, 2019 15:08 |
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Solumin posted:That's awesome, great job! Would it possible to get video of how it works? +1 on that.
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# ¿ Feb 23, 2019 18:37 |
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Evilreaver posted:I keep forgetting that centrifuges stack to 50 and use this misunderstanding to suddenly have too much uranium processing ITYM you don’t have enough atomic bomb factories
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# ¿ Mar 21, 2019 20:21 |
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Monowhatever posted:The proper way to removes trees is sprinting around a forest chucking poison capsules everywhere. Excuse me, the proper way is with a flamethrower.
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# ¿ Apr 3, 2019 22:12 |
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Mithaldu posted:I just upgraded to experimental 0.17, and there was an initial rush of various biter attacks, but since then for an hour or two there's been absolutely nothing. What's up with that? You might have a map with biter expansion turned off.
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# ¿ Apr 8, 2019 16:43 |
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# ¿ Apr 25, 2024 21:32 |
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I’m finding the huge biter nests tedious to clean out, even with artillery. I see a couple of nuclear artillery mods available, have any of you tried them?
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# ¿ Apr 12, 2019 13:04 |