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(Disclaimer: I just bought the game, still playing through the campaign.) Is there any good way to supply coal to furnaces? I keep getting lost while trying to create a row of furnaces with a three-belt system that feeds in coal and ore, and feeds out the smelted plates. Is it better to just feed them coal by hand until I can upgrade them to electric?
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# ¿ May 6, 2014 15:24 |
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# ¿ Apr 26, 2024 20:09 |
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Ah, I don't think I had access to the long handed inserters in the earlier missions, so I forgot about them. That will work!
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# ¿ May 6, 2014 16:12 |
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It'll just pull in the appropriate resource from either side of the belt as needed?
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# ¿ May 6, 2014 16:53 |
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quote:- Burner inserter will use item with fuel value for itself when it has empty inventory. quote:- Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying). quote:- Puff of smoke when locomotive stops.
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# ¿ Jun 6, 2014 22:05 |
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bitcoin bastard posted:Haven't tried yet but supposedly you can put stuff in a wooden chest then blow it up. But yeah it would be nice to be able to just highlight an item and hit the delete key or drag it to a trash can icon. It works, but it leaves ugly wreckage on my otherwise beautiful and pristine alien hellscape.
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# ¿ Jun 7, 2014 00:00 |
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Building solar and accumulator arrays with construction bots and blueprints is the greatest thing, I can't believe I built my existing 400 panel array by hand. I love not having to worry about walling myself in, I just sit back while all my little hover-dudes go plop things down
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# ¿ Jun 10, 2014 02:42 |
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Good stuff! I love how many different possible solutions there are for problems in this game, multiplayer is going to be fascinating.
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# ¿ Jun 18, 2014 15:15 |
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One strategy I've heard of, but not tried, is to build a laser cluster safe zone, run up and aggro all of the biters, and then huck a bunch of distractors into the base. The distractors will be able to kill all the spawners while you benny-hill it back around your lasers. Personally, I usually build a roboport with 100 construction bots, and then blueprint in some laser towers and walls right next to the base. It works well if you don't bite off more than you can chew, in which case you'd better have some backup defenses you can kite to.
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# ¿ Jun 26, 2014 18:40 |
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I finally beat the drat train mission in the campaign, and ended up ghost riding cars into the spawners by the iron mine to kill them, stupid crippled tech tree
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# ¿ Jul 2, 2014 21:47 |
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senae posted:Storage chests will be your friend. whenever a bot is holding something without a destination, they put it into one of those, Feed it into your train engines!
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# ¿ Jul 18, 2014 21:51 |
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Some science porn from /r/factorio:
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# ¿ Apr 5, 2015 20:27 |
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You guys might be interested in Big Pharma: http://bigpharmagame.com/ Scratches a lot of the same itches.
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# ¿ Jun 4, 2015 22:24 |
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Trains
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# ¿ Jun 26, 2015 03:38 |
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Fans posted:Rocket Turrets then? Or
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# ¿ Jul 17, 2015 18:31 |
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Sulfuric acid or burning oil projectiles would be pretty sweet.
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# ¿ Jul 17, 2015 20:41 |
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Ineptitude posted:I had forgotten how annoying it is to have to remove all those trees. In the game i started i was right in the middle of a huge rear end forest. I suppose i could have restarted until i started in a desert or something, but id rather have a better system for dealing with trees than that. Maybe a tree removing robot you can build early on in the game? Use poison capsules for deforestation until you research construction bots, then make them 'deconstruct' the forest. Medium poles give better area coverage than the large ones, and substations are even better yet. The only advantage to large poles is how far apart you can place them.
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# ¿ Jul 23, 2015 15:46 |
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Zephyrine posted:Are explosive cannon shells any good. No, but with the regular shells + piercing ammo you can shred bases.
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# ¿ Jul 31, 2015 19:02 |
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I always go for a power setup like this: http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8854 or this:
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# ¿ Jul 31, 2015 21:39 |
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ToxicFrog posted:I mentioned earlier that it would be fantastic to have something like this, it's bizarre that the whole theme of the game is automation and you can automate everything else except the destruction of your enemies. The two things I would love to have in this game would be long range artillery, and some clockwork men a la Rise of Legends:
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# ¿ Aug 1, 2015 03:25 |
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FISHMANPET posted:I have passenger stations at various points throughout my base, and I wanted their station names to be at the top of my list. I name my stations with the resource first, so alphabetically my first station is Battery Deposit. Because I'm (duh, I'm playing Factorio) I didn't want to just name my passengers stations "AAA Passenger station" and wanted them to be a real word, so I used Bahnhof, which is German for Railway Station. https://www.youtube.com/watch?v=8LXOogEoQIc ^ dude has some strong opinions about trains, but some good ideas as far as station naming goes.
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# ¿ Aug 5, 2015 20:44 |
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ikanreed, can you update your server to 0.12.2?
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# ¿ Aug 6, 2015 14:57 |
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ikanreed posted:I didn't know anyone was still using it. Sure. I'll do that tonight. I wasn't using it, but I'd like to join and screw around with some multiplayer
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# ¿ Aug 6, 2015 15:25 |
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I use this one for solar: Also, this should end well:
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# ¿ Aug 15, 2015 18:50 |
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FISHMANPET posted:Can anyone that uses these various solar/capacitor farms post the Blueprint strings (http://www.factorioforums.com/forum/viewtopic.php?t=13651) for them? Much easier than manually copying the design. code:
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# ¿ Aug 16, 2015 01:12 |
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My main issue with double header trains is that if I ever want a train to carry multiple resource types in different cars, I need to add new stops in even increments, since it's going like a slinky from station to station.
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# ¿ Aug 20, 2015 13:16 |
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Truga posted:What is "lrpc artillery"? It's from Total Annihilation, he's probably referring to one of the artillery pieces in http://www.factorioforums.com/wiki/index.php?title=Mods/SupremeWarfare
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# ¿ Aug 21, 2015 15:30 |
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Can you make spotting shells that do no damage? I don't know how you'd show the impact on the minimap.
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# ¿ Aug 24, 2015 14:44 |
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Lorini posted:The government paying for games (other than the military games the pentagon paid to have developed) in the US would be a disaster. Ted Cruz and his buddies would threaten to shut down the government unless only games based on his interpretation of the Bible were funded. https://en.wikipedia.org/wiki/38_Studios
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# ¿ Aug 29, 2015 18:57 |
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Here's a chain signaled T-junction for a right hand drive system:code:
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# ¿ Sep 7, 2015 02:55 |
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Torpor posted:https://www.google.com/maps/place/3...1s0x0:0x0?hl=en https://en.wikipedia.org/wiki/Midway-Sunset_Oil_Field Neat!
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# ¿ Sep 9, 2015 13:32 |
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0.12.7 is out: http://www.factorioforums.com/forum/viewtopic.php?f=3&t=16040 quote:Changes:
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# ¿ Sep 11, 2015 01:31 |
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http://www.factorio.com/blog/post/fff-126 http://store.steampowered.com/app/427520/
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# ¿ Feb 19, 2016 17:50 |
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For my current run I'm attempting to get off of coal as early as possible. I bootstrapped my way directly to solar research with a single steam engine running some assemblers and a lab, then I scrapped the engine and boilers. I built a small plant to produce solar panels, and was able to expand it by taking its output and adding them to its own power supply. My entire factory shuts down at night (for now, while I work toward accumulators), but my pollution footprint is nearly non-existent Next steps will be switching over to electric furnaces, and building a plant to produce efficiency modules.
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# ¿ Feb 29, 2016 15:32 |
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I remember being so self-satisfied when when I got red and green fully automated, and then looking at the requirements for blue... "mother fucker"
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# ¿ Feb 29, 2016 15:37 |
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Applewhite posted:Wait is there a way to cut and paste whole sections of factory or do you mean run around and duplicate it by hand? Blueprints + Construction Robots = You'll start designing all your factory sections to be modular so you can stamp out 1000 of them. Foehammer fucked around with this message at 15:44 on Feb 29, 2016 |
# ¿ Feb 29, 2016 15:38 |
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Applewhite posted:Is there a way to cross water? I can't access the wiki at work. Not without mods. It makes a good natural barrier against the biters, so use the water layout to build laser-filled choke points.
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# ¿ Feb 29, 2016 15:49 |
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Crimson Harvest posted:Are oil products still a bitch to deal with? What I mean is, I kept having to delete/rebuild my storage tanks on the output side of the refineries cause I couldn't use up heavy oil fast enough to get it out of the system, so the refineries would stop. Just build more tanks
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# ¿ Feb 29, 2016 15:57 |
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Applewhite posted:What does Radar do anyway? Did I forget to check a box for Fog of War because my entire minimap is revealed at all times. Radar will slowly reveal up to a 15 chunk (chunk = 32x32 tiles) radius around where you build it, as well as keep an active view of a 7 chunk radius of where it's placed. Fog of War doesn't obscure revealed terrain, just active enemies within it. https://wiki.factorio.com/index.php?title=Radar
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# ¿ Feb 29, 2016 17:47 |
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...along with returning trains filled with alien artifacts
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# ¿ Feb 29, 2016 20:17 |
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# ¿ Apr 26, 2024 20:09 |
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As an alternative to creating the T-800 hellscape, it would be cool to have pheromone research to let me take over hives and pit bugs against each other.
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# ¿ Feb 29, 2016 20:22 |