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submitted 5 months ago by [email protected] to c/[email protected]
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The original was posted on /r/factorio by /u/RocketmanRS on 2024-04-09 08:14:17.

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The original was posted on /r/factorio by /u/durenfer on 2024-04-10 03:02:20.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/BeanBayFrijoles on 2024-04-10 02:12:09.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Trollselektor on 2024-04-10 02:57:12.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/LooseAd2032 on 2024-04-09 09:01:10.


Is there another way besides rockets and delivery cannons because they seem slow inefficient and consume lots of power or resources. Is there something I'm missing because its a pain to set both those for automation and I need space science to progress.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ido3d on 2024-04-09 19:14:44.

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The original was posted on /r/factorio by /u/AtmosSpheric on 2024-04-09 18:04:58.


Not sure why the debug menu didn't circle all the rail signals but there you go

Been playing around with early-game rail. I like this design but I'm not sure if it's possible to prevent a deadlock like this from happening - any thoughts?

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The original was posted on /r/factorio by /u/tobbsis on 2024-04-09 20:16:12.


Would love a simple mod that just adds normal pipes in different colors. So that you can stay organized and keep track of the pipes. We have tiles in different colors. Why not pipes?

I would do it myself. But i can't code.

EDIT: I do not wish for pipes with added tiers or other functions. Just normal pipes, with different colors for visual organisation :)

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Agador777 on 2024-04-09 21:36:48.

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The original was posted on /r/factorio by /u/OrthodoxPrussia on 2024-04-09 14:20:41.


Playing K2SE.

I occasionally get power spikes from roboports when they get a lot of orders all at once. I'd like to manage this better not just by increasing my power capacity, but also by maybe turning off the bots if I'm not producing enough power, to prioritise the rest of the factory, so it won't all shut down.

I'm not good enough at circuits to figure it out.

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submitted 5 months ago by [email protected] to c/[email protected]
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The original was posted on /r/factorio by /u/seniorsqueaky on 2024-04-09 11:04:11.

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submitted 5 months ago by [email protected] to c/[email protected]
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The original was posted on /r/factorio by /u/Fried_Squid_ on 2024-04-09 02:06:18.

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submitted 5 months ago by [email protected] to c/[email protected]
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The original was posted on /r/factorio by /u/gilmore606 on 2024-04-09 01:58:39.


I don't really get the obsession, is it just because you can? I've built more than a couple megabases, some with 1000+ trains, and I've never built a 4-way junction. They seem like they'd be big traffic holdups. Am I missing out?

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Mrdood92 on 2024-04-09 03:22:41.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/calichomp on 2024-04-08 23:45:12.


Are there any practical benefits to one of the other? Or is it simply a matter of convention?

The only thing that comes to mind as a possibility is rail signal placement possibilities because trains always read signals on their right. However, I don't have any data to back it up.

Are there any objective benefits to one over the other?

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Vile_WizZ on 2024-04-08 22:24:50.


I sometimes take Productivity Modules for granted when i shouldn't. They enable me to do things that at face value should make no sense

"Oh, my mining outpost doesn't produce full 8 lanes of Ore? Doesn't matter! I can turn 300 Iron Ore into 8 fully compressed express belts!"

It almost feels like cheating the system, but Factorio makes you feel good about it since you have to pay the costs of producing these Modules beforehand. It is absolutely glorious

And Space Age will take this to its logical conclusion with Legendary Productivity Modules. Then it will drop down to just 240 needed (assuming you use Electric Furnaces and not the foundry of course).

Yeah, you could say i like being productive

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/sunrunawaytoplay on 2024-04-08 06:16:07.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/HeyitsMrMemes on 2024-04-08 22:39:31.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ThriceBakedPotatoe on 2024-04-08 18:44:53.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/CrownEatingParasite on 2024-04-08 15:09:46.


The solar power seems much better at the cost of having another silo there, but that's not horrible right?

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submitted 5 months ago by [email protected] to c/[email protected]
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The original was posted on /r/factorio by /u/SoccerMEH5 on 2024-04-08 14:58:54.


I’m playing through my very first play through and I’m starting to run out of mats near my starting area but can’t figure out for the life of me how to properly set up trains with my jank ass base. Any ideas or strategies to learn how to properly use trains?

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The original was posted on /r/factorio by /u/Bokko88 on 2024-04-08 13:57:19.


So ultracube is my first mod ever. I love how the progression makes yo built something and 4 techo later it gives you a better recipe for something that forces you to redesign your base and your circuit network.

Oh about the circuit network, I only use it before for oil cracking and chest limits... this mod makes you learn a bit more about circuits which was awesome.

Now I'm only using my 2nd science at 11hrs deep and still have like 20 more researchs until the 3rd science is available.

But the thing I love the most about it is how is making me build spaghetti for a quick fix and not making the same base I made in vanilla 50 times

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Top-Flounder-7561 on 2024-04-08 13:22:36.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ch8rt on 2024-04-08 10:31:33.

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Factorio

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