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Also, you need a bit of a reservoir of hot water to properly run the system; add some pipes between the boilers and the steam engine.
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# ¿ May 13, 2014 19:24 |
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# ¿ May 5, 2024 21:11 |
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You can click 'edit map', and just drop down a bunch of poo poo for yourself and start on that map. I start with a bunch of inserters, miners and electricity infrastructure to skip the first boring 10 minutes.
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# ¿ May 16, 2014 13:35 |
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Resources running out means you need to expand, clear out enemy nests, and start investing in train networks, which is cool.
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# ¿ May 25, 2014 11:53 |
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autofeed the burner inserters with even more burner inserters
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# ¿ Jun 8, 2014 22:28 |
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Lprsti99 posted:Want a mod that gives me personal robobuddies in some capacity at the start. Blah blah making the game too easy, but I can't focus long enough to get to them You can just make a custom map and dump the necessities on the ground for you to pick up. I always do that because I hate the first half hour of slowly getting iron and copper and power automated.
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# ¿ Jul 21, 2015 15:34 |
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lol (bolding mine)quote:The way to slavery
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# ¿ Aug 28, 2015 23:09 |
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Applewhite posted:So after playing Factorio all weekend I've come to the conclusion that it is, in fact, the thinking man's cookie clicker. Once you get further a bit and unlock more systems the complexity ramps way up and you will solve problems to solve problems to solve problems that will make your game maybe a bit easier/automatic. It's cool.
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# ¿ Feb 29, 2016 14:18 |
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Still the same, yeah. Just rush past that stage to be able to convert your excesses into gas.
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# ¿ Feb 29, 2016 15:54 |
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Ak Gara posted:A problem I'm finding with single lane buses is that each time you split off to somewhere it's needed, you're cutting the amount on the bus after that point by half each time. I only bus copper/iron plates, and make the rest in-situ, basically. You can double/triple up the bus if you need more plates to reach the end.
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# ¿ Mar 2, 2016 00:18 |
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Research advanced oil tech: you can crack using water and convert heavy oil to light oil, and light oil to gas. That's it, no other options. Generally this is the first thing I research once I have blue science.
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# ¿ Mar 2, 2016 14:22 |
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They are the same as slipstream chests, found here: https://forums.factorio.com/viewtopic.php?f=93&t=7121 They're pretty cool as buffers or in cramped spaces.
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# ¿ Mar 4, 2016 19:22 |
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Holy poo poo, gently caress you. Go back to reddit with that poo poo. These are some legitimate issues with the game, but it's still good and fun. It's not a bad thing to criticize a game, especially if you like it.
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# ¿ Mar 6, 2016 10:50 |
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Replace with assembler 1 maybe?
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# ¿ May 14, 2017 17:27 |
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Well, it's still a game about producing goods and transporting them around I guess!
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# ¿ May 23, 2017 11:12 |
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This one is also nice: https://factorioprints.com/view/-Kj8bHstSx0LnWi6rqhU (that site is golden if you're looking for nice blueprints)
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# ¿ Jun 1, 2017 09:48 |
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Maybe your belt balancers aren't working 100%. If you're merging belts without proper balancing one side of the belt is treated preferentially for instance.
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# ¿ Jun 12, 2017 12:22 |
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Even when you have nice blueprints and stuff, you'll still end up kludging stuff together, only on a larger scale. You might not have any trouble connecting a factory to the right belts anymore, but you'll run into trouble getting enough raw material into your factory instead, leading to intricate train layouts etcetera.
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# ¿ Jun 19, 2017 19:47 |
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I mainly use ease of use mods like FARL, RSO, Fat Controller, Factorissimo, Long Reach. Bottleneck, Upgrade Builder & Planner, Squeak trough. Not necessary but helpful and cool.
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# ¿ Jul 1, 2017 15:59 |
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I use this one: https://mods.factorio.com/mods/Pasukaru/quick-start The large setting is huge overkill, but nice if you just want to skip a phase of base building.
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# ¿ Jul 2, 2017 20:22 |
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make more / add speed beacons / add pumps if pipe throughput is the issue
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# ¿ Aug 13, 2017 20:17 |
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Go ride around and look for more! The map is infinitely big. If you're having throughput issues just put some pumps in the oil pipeline. One pump for every ~200 pipelengths should be plenty. If your pumps are 'too slow' you can put in speed modules or find more oil patches to put more jacks on. Don't put in modules at the start, it's way too expensive. Just find some more oil fields. If your oil field are far away you can transport the oil in different ways, like with barrels or fluid trains. There are enough tutorials for that out there!
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# ¿ Aug 13, 2017 20:43 |
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Oh, never finished the campaign, they're not really interesting, and way harder compared to the meat of the game (freeplay).
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# ¿ Aug 13, 2017 20:48 |
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Don't play the campaign, play a random map with peaceful mode biters imo. Biters don't add a lot to the game when learning except annoyance.
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# ¿ Jan 8, 2018 22:00 |
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M_Gargantua posted:Belts remain a requirement even into the late game for bulk manufacturing Nah, bots or trains are always better compared to belts, in all ways except power used.
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# ¿ Apr 14, 2018 16:23 |
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Solumin posted:Belts are more aesthetically pleasing than bots. zedprime posted:
Agreed with both. I hope they find a way to make the choice between belts and bots interesting.
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# ¿ Apr 14, 2018 18:26 |
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Freaksaus posted:So, now that I'm finally determined to push through and launch a rocket instead of constantly restarting, at what point do I start using modules? Do people just make a bunch of tier 1's when they become available and slap them in everywhere, or should I wait until I get to the higher tiers? Tier 3's are barely worth it for most players. Slap tier 3 prods in the rocket launchpad, but put tier 1s in the rest, until you've fully transitioned into a bot based fully beaconed setup, and then go slowly upgrade your modules imo. It will take literally dozens of hours of playtime to make level 3 modules pay themselves back in most machines. Oh, and you can just skip putting modules in assemblers until you have launched a rocket. They're absolutely not necessary.
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# ¿ May 8, 2018 10:28 |
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And don't forget lube for electric engines which are needed for bots (and science)!
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# ¿ May 14, 2018 11:28 |
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# ¿ May 5, 2024 21:11 |
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You can put an underground belt at the 'crossing' to get the same effect, iirc. so instead of: code:
code:
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# ¿ Nov 28, 2019 12:19 |