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Are there any newbie guides for this game that give a general idea of the major progression milestones? I've played for a few hours and so far I have a factory putting out red and green beakers and a bunch of steel, I surrounded it with walls, and now I have a car. I also just got oil processing and presumably should do something with that, but I have no idea where I should be going from here. Blue beakers? Robots? Something else? I feel like there are a shitton of "newbie guides" out there but they all basically show you how to get to the point I just reached and no further. I don't need a step-by-step guide for how to win, but it'd be nice to have an intermediate goal to work towards that isn't "make the rocket".
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# ¿ Apr 15, 2017 00:12 |
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# ¿ Apr 29, 2024 04:15 |
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Did the blue beaker formula change at all in 0.15? I remember one of the FFFs mentioning they were going to change it, but there hasn't been any change in the wiki and I'm at work so I can't load up the game to check.
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# ¿ Apr 25, 2017 18:47 |
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I'm having trouble wrapping my head around boilers in 0.15. How many steam engines can a single boiler support? Does connecting another boiler to the liquid side of the first boiler gently caress with how much steam is made?
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# ¿ May 1, 2017 03:56 |
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Is there some kind of idiot's guide to Industrial Revolution anywhere? I feel like literally everything requiring coal in the early game is making it really hard to scale anything up, because it's impossible to get the coal to all the inserters I want to add to actually move poo poo around. It's like I need a second set of inserters and a second coal line just to fuel my first set of inserters.
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# ¿ Oct 27, 2019 04:50 |
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Jabor posted:Basically, you can have an (externally-fuelled) burner inserter taking stuff out of a box, and putting it on a belt which takes it back around to an electric inserter to put back in to the box. Under normal operation, the number of items in the box will fluctuate ±1 as items are taken out and put back in. (Remember to manually override the stack size on the inserters you're using for this). Wiki backs me up on this: https://wiki.factorio.com/Inserters
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# ¿ Nov 1, 2019 02:44 |
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super fart shooter posted:I finally launched my first Industrial Revolution rocket after a leisurely 120 hours lol. I kinda wanna stick around and build a much higher science-per-minute factory than I've had up until now and go into post game duranium stuff.
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# ¿ Dec 4, 2019 03:32 |
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magicalblender posted:When I put down ghost imprints at the end of my bus, it takes my construction robots a long time to go to my mall, pick up inserters and belts and things, and travel to the construction site. Is there some combination of logistics chests I can lay down ahead of time that the robots will keep stocked and draw from during construction? I thought a simple requester chest would do it, and the robots do keep it stocked, but they ignore it when I construct things. I also tried an inserter that moves items from a requester chest into a storage chest, but then robots put the storage chest items right back in the requester chest. Buffer chests also make their contents available for personal logistic requests, so you can set a bunch around your factory and have them all request something you always want to keep on hand. So if you always want to have 500 iron plates in your inventory, make a bunch of buffer chests request 500 iron plates, and then whenever you need your bots to bring some to you, they'll pick the closest buffer chest instead of traveling all the way across your factory. edit: ^^^
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# ¿ Jan 1, 2020 02:19 |
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ScouSin posted:First playthrough, like 12 hours in.
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# ¿ Aug 20, 2020 21:32 |
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Okay, blue belts in K2 require lube, so I can't craft them by hand. Sure. But blue splitters and underground belts don't, so why can't I handcraft them if I already have the required blue belts in my inventory? Even weirder is the fact that green belts/splitters/undergrounds require blue versions as components, but you can craft those by hand just fine
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# ¿ Aug 27, 2020 00:55 |
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I have hundreds of hours in this game and I'm still an idiot when it comes to anything involving the circuit network. What's the best way to tell my inserter to put a uranium fuel cell into the reactor when a) I'm low on steam in the network, AND b) there's no fuel cell already in use? a) is easy, but when the inserter activates it shoves 5 cells into the reactor, and some usually go to waste. How do I get it so that there's only ever one cell in the reactor at a time? The game won't let me connect a wire to the reactor itself.
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# ¿ Sep 3, 2020 19:43 |
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Boba Pearl posted:Does anyone have a list of mods they recommend for the first playthrough? Just stuff that makes it easier, more fun, removes some annoying parts of the game. Honestly I'd play Factorio mod-free for your first playthrough--the above ones don't change anything about the gameplay.
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# ¿ Sep 8, 2020 08:34 |
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Communist Zombie posted:And they dont seem to be working with Krastorio 2, theyll take in fluids but not burn them. And I had just checked them about half an hour ago.
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# ¿ Sep 27, 2020 22:04 |
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NachtSieger posted:I don't understand circuits at all. Someone please send help. The tutorial on the wiki does not help me understand this.
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# ¿ Nov 29, 2020 00:43 |
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Breetai posted:So from what I understand both Krastorio 2 and Industrial Revolution 2 are sorta add-more-complexity-to-the-game mods but not to the insane level of bobs etc. Am I right in that, and what's the difference/what would recommend using one over the other? I haven't tried playing them together but I can't imagine it would work very well. I'd say pick K2 if you want to play something similar to vanilla but still different enough to be new, and pick IR2 if you want an entirely new puzzle to solve.
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# ¿ Jan 1, 2021 04:30 |
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necrotic posted:I'm playing them together right now. It works quite nicely. I think the only thing that is off is wood production.
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# ¿ Jan 1, 2021 08:28 |
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KillHour posted:Oh you sweet summer child I've been playing Factorio for years and yet my Zachtronics instincts keep kicking in and begging me to make everything use as little space as possible. Fight the urge, you'll thank yourself later!
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# ¿ Jan 7, 2021 01:44 |
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Jamsque posted:Wow don't hold back, say what you really feel.
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# ¿ Jan 27, 2021 23:14 |
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To be honest I actually think bot attrition and meteors are pretty interesting on a conceptual level. Considering that SE is all about exploring a bunch of different planets, meteors for example seem like a great way to introduce difficult risk/reward decisions. Do you go for the planet with a shitload of resources but also meteor strikes? Or do you play it safer? But that's a different thing from "no, you must deal with meteors in order to win my mod, it is non-negotiable." Especially if there's a period where you just have to loving live with them in order to get the tech to actually stop them. (I don't know if SE does this though.)
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# ¿ Jan 28, 2021 00:52 |
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Squashing Machine posted:So it's been a while since my first successful rocket playthrough, and I'm getting the itch again. Would the goon recommendation for a second playthrough be to go for the fast launch achievements or start in on something like Space Exploration? I tend to drop out when things get too complex but I wouldn't mind the game going longer after that first launch.
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# ¿ Jul 31, 2021 03:21 |
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LonsomeSon posted:K2 deffo needs some kind of upgraded-damage radioactive flamethrower fuel slurry, to help use the absolutely gobsmacking levels of fissionables you will accumulate.
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# ¿ Oct 13, 2021 00:40 |
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# ¿ Apr 29, 2024 04:15 |
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I don't hate the idea of quality but man do they need some better names for the levels. The color scheme and icons are fine, just call them "superior" or "flawless" or something more suited to the factory/production theme.
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# ¿ Sep 11, 2023 21:13 |