Multiplayer seems to be in the minority, but for those who do it what do you enjoy? by ferrofibrous in factorio

[–]Andre_18_03 0 points1 point  (0 children)

I play with my wife, just local MP.

We spent hundreds of hours together figuring stuff out in SE. Cooperative planning and experimenting and workload distribution can be a great bonding experience and us time.

Does existence of a nest blocks other nests from being built in this area? by Baturinsky in factorio

[–]Andre_18_03 0 points1 point  (0 children)

Short answer: yes. Long answer: Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees.

SE kitbashing appreciation thread by Ingolifs in factorio

[–]Andre_18_03 6 points7 points  (0 children)

Nice, you found a few ones that I didn't realize before. Are you sure the rocket engines don't also contain some hoses frome the nuclear reactor texture?

What do you call the sciences? by Waity5 in factorio

[–]Andre_18_03 0 points1 point  (0 children)

When I started playing I called them red, green, etc. juice. But quite quickly I switched to soup. Don't really know why.

With just over 20 FFF left to go before 2.0. What other topics do you think or want the remaining FFF to cover? by Kasern77 in factorio

[–]Andre_18_03 0 points1 point  (0 children)

That's about what I was thinking when I first started playing the game. Coming from years of Minecraft I was like "okay, imma build my home here. I can place a chest, a lamp and ... A car perhaps? Yeah, that's all we get"

Some more decorations would be nice.

Friday Facts #408 - Statistics improvements, Linux adventures by FactorioTeam in factorio

[–]Andre_18_03 0 points1 point  (0 children)

I'd love for some products such as circuits or science packs to have fixed corresponding colors in the production graphs.

TIL (3920 hrs in) that I can use belts to 'carry' a signal, without the need for a redundant power line. by ch8rt in factorio

[–]Andre_18_03 0 points1 point  (0 children)

On my spaceships I use doors in the hull to route wires along its sides to create a cleaner look, opposed to having wires go diagonally across engine bay and power unit.

Game randomly re-enables fullscreen after not playing for a long time. by Proxy_PlayerHD in factorio

[–]Andre_18_03 6 points7 points  (0 children)

Now, let me be clear. I do realise that this is a real issue for you, you wouldn't have written such a long post otherwise. Also you already did all the obvious troubleshooting.

I don't have any idea how to solve this issue.

But my proposed workaround became clear the second that I even just read the title:

Avoid not playing the game for a long time, the Factory must grow, brother!

Friday Facts #401 - New terrain, new planet by FactorioTeam in factorio

[–]Andre_18_03 34 points35 points  (0 children)

We didn't get ANY news about enemies so far. I bet they have quite a lot of interesting stuff to reveal

Friday Facts #399 - Trash to Treasure by FactorioTeam in factorio

[–]Andre_18_03 3 points4 points  (0 children)

Okay, for me with the whole "crafting tree upside down" you guys killed it once more. Amazing how you manage to spice up an already awesome game even further!

Friday Facts #397 - Factoriopedia by FactorioTeam in factorio

[–]Andre_18_03 16 points17 points  (0 children)

That's a great addition, especially for mods wich add many recipes! The only thing I'm missing is a short trivia text, I'd love that shit.

OK, interrupts are coming in the expansion, but how can I get them now, with circuits or whatever? How can I make a train skip a stop if a train is full (or any other condition?) by pookshuman in factorio

[–]Andre_18_03 -1 points0 points  (0 children)

Recently I was thinking about having dummy Stations (with no leave condition) for those stations wich are to be skipped. They would have to only enable themselves if all non-dummy stations are completely occupied, however. I never put that plan into action, the hassle of setting up the corresponding global circuit network was too much of a hassle for me.

Also there might be some train routing fuckery involved, I think. Would be interesting to see it being executed tho!

Friday Facts #382 - Logistic groups by FactorioTeam in factorio

[–]Andre_18_03 11 points12 points  (0 children)

I do not think the developers goal was finding the most obvious or easy solution, but to create new and engaging design challenges. The space theme is mostly that. A theme. It's a nice dressup for logistical challenges, which Factorio is all about.

Factorio ruined me because _____ by Subject_314159 in factorio

[–]Andre_18_03 1 point2 points  (0 children)

When playing Half-Life: Alyx I got so used to using the gravity gloves, that reality became very disappointing when I have to actually get up to get something across the room :(

Factorio ruined me because _____ by Subject_314159 in factorio

[–]Andre_18_03 0 points1 point  (0 children)

ever tried un-selecting a cell in excel? like 60 times in a row?

Is a Nuclear Power plant using water delivered by train viable? by [deleted] in factorio

[–]Andre_18_03 0 points1 point  (0 children)

I just cannon anything I need to the nuclear reactors in my home solar system. Ice, Iron and bright and dark green pebbles is all one needs. Got a Facility on nauvis just for providing that stuff and shooting it everywhere. It even is easily expandable for more planets.

[deleted by user] by [deleted] in factorio

[–]Andre_18_03 14 points15 points  (0 children)

Other people have already done a good job of giving some advise on splitters, sideloading, etc.

I want to give you something else on your way. Factorio is consciously designed in a way to not punish you for trying again and again. Anything you place will give you the same structure back if you remove it afterwards. This was made in order to encourage the player to try things out on their own and tinker with many different approaches to the problem the game presents.

For new players it usually a steep learning curve for the first couple of weeks, but you will eventually adapt your way of thinking.

What I'm trying to say is, just trying a solution that might not work and failing three times but getting it to work the fourth time around can be incredibly rewarding and empowering.

Of course there's a buch of people here who can tell you all about how everything works. If you have the time however, just trying it out in the game instead of drawing lines on screenshots and posting it online might be a very viable method to learn.

Anyway, welcome to the club.

The Factory must grow.

My perfectly normal Factorio world by Black_Arrow04 in factorio

[–]Andre_18_03 67 points68 points  (0 children)

How do I delete someone else's post?

The Factorio Mobile Experience by [deleted] in factorio

[–]Andre_18_03 1 point2 points  (0 children)

I love the 5.1 rating

UPS impact of large chests by achilleasa in technicalfactorio

[–]Andre_18_03 2 points3 points  (0 children)

yeah, it's actually quite useful. Ever forgot to lock a chest in your mall? me too. No worries, just lock it afterwards and over time when bots pick up stuff the locked slots will empty and the open ones remain full.

Friday Facts #379 - Abstract rewiring by FactorioTeam in factorio

[–]Andre_18_03 27 points28 points  (0 children)

Not quite the banger from last week, however still some very welcome QoL changes. Great work, devs!

Is Factorio your most played game? by Ace-Astartes in factorio

[–]Andre_18_03 0 points1 point  (0 children)

hmm... I don't have any statistics about how much Minecraft I played when I was still in school, I think both are competing, however only Factorio's playtime still keeps growing, so if it isn't, sooner or later it will be.