Factoria Mall

Factoria Mall

COVID-19 Update. The team at Marketplace at Factoria is focused on the health and safety of our tenants, shoppers and community members. To that end, we have made the decision to temporarily close the interior mall. The proposed build-out would create 685 housing units and add 151000 square feet to the mall.

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Zombie Scavengers tests your ability to survive after a Zombie Apocalypse. The game leads you through the city, where you will have 60 minutes to collect survival items for your colony.The Setting:Small colonies of the living are doing all they can to survive. You and your team have been tasked with scavenging for survival supplies for your colony. You’ll only have 60 minutes to figure out which items you'll need and find as many items on the list as you can. Your Mission: With 1 hour and your team of up to 10 people, you will use your smartphone to search the area for much needed food, supplies, and shelter. Along the way, you will be asked to do some challenges or answer some trivia questions.

The goal is to score at least 4000 points in 1 hour in order to survive the zombie apocalypse!PS. Our game is family friendly, no actual zombies are involved in the scavenger hunt.

Welcome to!Latest stable version -Latest experimental version -Factorio has never in many years had a sale, is currently not on sale, and is not expected to ever be on sale.kovarex:.All content must be related to FactorioThis is a subreddit for the game Factorio. If you want to post about other things, there are subreddits for that. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan art).All posts must be in English.No spam.No personal attacksJust in general, be nice.Explain your screenshots(or a ), not a picture/recording with your phone.When posting a screenshot, add a comment explaining your image or pointing out what you want people to look atTips for making your screenshot better: If you're taking a screenshot of a design, turn on alt mode and inserter arrows. Happy racing all part. If you're posting a rail design, hold a signal in your hand.No memes, low effort posts, or image macrosPost these to instead.Don't come here only to plug your contentReddit is a place for discussion, not advertising. Here are some for self-promotion. Generally, be a part of the community you are posting in. People are likely to be more interested in your content that way.If you're a video creator, you may only post your Let's Play or streams once per month.

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Factoria

'OMG this game is so addicting' (without providing additional (in-game) context). 'Today I Learned' posts about features re-re-re-discovered by players.This list was lasted update on.Submit bug reports on.Official ResourcesCommon ReferencesCommunityWords of wisdom byNamaste. You seek balance. Here is my wisdom. Your mistakes have no cost but time, and the deconstruction planner even reduces that cost. Most games punish you for building, demolishing and rebuilding. Not Factorio.

Let your anxiety wash away as you perceive that every belt placed can be moved. Every assembler is but a visitor to where it resides. The only significance is life, which leads to the further wisdom. Look both ways before you cross the tracks. I always liked the idea of malls in factorio - it is after all efficient and adds handy automation in a game where that is king.

Personally, I would include steam but not nuclear, or make nuclear a separate independent module like you plan to do with ammo.Steam is useful for coal liquification and removing excess fuels, and uses high enough quantity of boilers and engines that malling them makes sense to me.I also tend to use steam power as supplemental power sources at outposts (I try to balance that solar+accumulator keeps the factory running and steam kicks on when the base is attacked to meet laser demand.), so I probably use more than many. I like the design. I prefer logically grouped mini malls, but I like this one too.Once I had an idea I called the Tileable Assembler of Common Objects (TACO).

Basically a mall with a standard I/O system that had swappable subsections of a certain size. You could stack these subsections on top of each other, like a tower. Didn't matter what order you stacked them in; as long as the standard I/O system was in place, you were fine. If you needed more of one object, duplicate the module a few times. I wrote this idea off as impractical to design, and in its place created mini-malls that sat on one side of the main bus.

You seem to have checked many of the boxes that the TACO was going for. There's a single I/O system for inputs, everything is sectioned off logically, and the whole thing is relatively compact.The one quibble I have with your mall is the 'O' part of I/O.

You don't output your final products in a pretty fashion, instead placing product crates right next to their assemblers. While it may be a futile dream to have, as there's only so much room for belts, even when braided, I hope to see TACO fully realized someday, and this mall is the closest I have seen to someone doing it. I've done something similar, but I achieved it by using a standardized mall bus distinct from the main bus - I.E. Limited lane count. Mall segments included the needed taps off of the mall bus for their own needs (using prioritized splitter slashes) in the bluepprint, and all outputs were arranged on the opposite end of the mall segment (fixed distance between mall bus and mall outputs, with a road included along the chests.)Each segment was logically grouped - I.E. Belt mechanics was 1 segment, inserters was another, etc.

And used update version of the blueprint to fill in later segments - so the belt factory started with assembler mk1s, yellow belts and inserters and produced yellow belts/splitters/underneathies/loaders (mod). The next blueprint added red versions of all that, and upgraded all assemblers to mk 2s, etc.It works well for me, or at least it did until I started trying out Bob's. It breaks down at that scale.The mall bus belts:. 1x cut wood (mod used to farm it). 1x coal.

1x fuel (overflow of coal, cut wood, and solid fuel). 6x iron. 2x steel.

4x copper. 4x green circuits (red/blue were made on-site at mall subfactories.). 1x lubricant pipe. 1x petrochem pipe.

Factoria Mall
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