Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem









For the benefit of any new Factorio railroaders reading this: decentralising your production is something that you will want to do eventually as you scale up, and defence and/or repair can be automated with Artillery and local robot networks, but all of those are well beyond the scope of this guide!
With multiple Outposts, in multiple directions, it becomes a PAIN IN THE ASS to run around and repair/rebuild defenses, and squash the biters as they grow closer. It's better to have as much of your Pollution Centralized, so when you trigger Biter Attacks, they will most often prioritize your main base, which you can defend and managed with much greater ease.
Train stations like the examples I included don't need logic circuits to function, though you can certainly include them and do all sorts of interesting things. Train Stops can also accept circuit connections, letting you do things like only making the stop available if a certain amount of resources have accumulated, but I haven't played with this aspect of circuitry.
Apologies for my late reply; I'm not currently active in Factorio (though it remains a wonderful title!).