Search found 950 matches
- Sun May 01, 2016 9:27 am
- Forum: Balancing
- Topic: Gun Turret - Distance Upgrade or Recycle option.
- Replies: 15
- Views: 4387
Re: Gun Turret - Distance Upgrade or Recycle option.
The other option is to make biters resist laser turrets instead of physical, but that doesn't really fit. Why would simple insectoid aliens develop more resistance to lasers than physical trauma? You'd have to think of an alternate technology (other than lasers) that is more advanced than bullets, ...
- Fri Apr 29, 2016 2:03 pm
- Forum: Gameplay Help
- Topic: Endgame fighting problems
- Replies: 6
- Views: 2817
Re: Endgame fighting problems
On Deathworlds when I want to clear biters fast I use a 3x Fusion Reactor 5x roboport type Power Armor 2 setup, and stock up on about 500 laser turrets, 1000 repair packs and 500 construction robots. Then I use a laser turret blueprint to just spam the hell out of laser turrets. It's murder on the p...
- Thu Apr 28, 2016 9:06 am
- Forum: Gameplay Help
- Topic: Burner Inserters vs Inserters
- Replies: 4
- Views: 8231
Re: Burner Inserters vs Inserters
Actually those numbers are wrong, the energy per insert is the joules per second (kW) multiplied by the seconds required to perform the insert. Burner Inserter: Energy Use: 180kW Time Per Insert: 1.7s Energy Per Insert: 180 * 1.7 = 306kJ Drain: 0W Basic Inserter: Energy Use: 13kW Time per Insert: 1....
- Wed Apr 27, 2016 4:03 pm
- Forum: Balancing
- Topic: Gun Turret - Distance Upgrade or Recycle option.
- Replies: 15
- Views: 4387
Re: Gun Turret - Distance Upgrade or Recycle option.
I guess you haven't used gun turrets much since 0.11.6 came out.mooklepticon wrote:Uh, yeah, they have.BlakeMW wrote:Spitters have not outranged gun turrets for quite some time now.
- Balancing
- The range of all spitters have been set to 15, so they don't outrange the gun turrets.
- Wed Apr 27, 2016 1:14 pm
- Forum: Balancing
- Topic: Gun Turret - Distance Upgrade or Recycle option.
- Replies: 15
- Views: 4387
Re: Gun Turret - Distance Upgrade or Recycle option.
Spitters have not outranged gun turrets for quite some time now. They work fine all the way up to Behemoth Biters, and the only reason they become undesirable then is just because it costs so much damn metal to kill each Behemoth Biter,
- Wed Apr 27, 2016 7:46 am
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 20890
Re: Productivity modules: where do you draw the line?
I pretty much always use them in green circuits, gears, blue circuits and everything oil related. If I'm doing a logistics build I use them in every furnace/assembler/chemical plant which will take them. If I'm doing a belts build I might not bother with furnances and low yield recipes like red circ...
- Tue Apr 26, 2016 12:53 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 116337
Re: The Ctrl+V Game
莊春江譯
- Mon Apr 25, 2016 10:34 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 329908
Re: Long distance pipes and pumps
From my own testing it actually isn't. Both perform identically and as such the design on the right is superior because it is simpler and more compact. I had to test it because everything I know about factorio fluid dynamics says there should be no difference between the two designs and my experimen...
- Sat Apr 23, 2016 3:34 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17851
Re: how many logistic/construction robots needed?
Depends entirely on your needs. As a rule of thumb? 100 construction bots and 500 logistic bots is enough to start doing logistics on a useful scale (or at least a scale comparable to the size of a factory required to research the logistic system and the upgrades in the first place, or say, launch a...
- Sat Apr 23, 2016 8:00 am
- Forum: Show your Creations
- Topic: Chemical Processing Layout
- Replies: 10
- Views: 52279
Re: Chemical Processing Layout
Also, you should never, ever place crude oil in storage tanks. You get nearly 100x as much storage density from using barrels over storage tanks. Hold on! That's making the assumption that space is a scarce and limited resource. It costs 5 iron to store 25 oil in a barrel (5 oil/iron) whereas it co...
- Thu Apr 21, 2016 2:52 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 201597
Re: Solar panels less of a no-brainer
The problem with the idea of unlimited oil is comparative advantage - Oil is only unlimited given infinite time , the problem is oil income is very much limited with strongly competing uses. Solar power is unlimited and not at all scarce, it is available everywhere and there is little competition fo...
- Thu Apr 21, 2016 8:03 am
- Forum: Ideas and Suggestions
- Topic: Advanced Accumulators
- Replies: 10
- Views: 4508
Re: Advanced Accumulators
Advanced Accumulator would mainly make sense if the Basic Accumulator is nerfed.
An example might be that Basic Accumulator is 70% energy efficient (for ever 1.0 kJ you put in, you get 0.7kJ back out) while the advanced accumulator is 90% efficient.
An example might be that Basic Accumulator is 70% energy efficient (for ever 1.0 kJ you put in, you get 0.7kJ back out) while the advanced accumulator is 90% efficient.
- Tue Apr 19, 2016 6:39 pm
- Forum: General discussion
- Topic: Peaceful mode vs The fight - which do you prefer?
- Replies: 11
- Views: 7331
Re: Peaceful mode vs The fight - which do you prefer?
I only like to use peaceful mode if doing some hardcore logistics challenge, otherwise I prefer deathworlds.
- Tue Apr 19, 2016 7:12 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 111547
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
One possibility would be adding hardened infrastructure - such as Armored Pylon, Hardened Rail and Buried Pipe. Give the hardened infrastructure extra resists and hitpoints, but just make the AI ignore hardened infrastructure. That is the FPS friendly solution.
- Tue Apr 19, 2016 7:09 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 329908
Re: Long distance pipes and pumps
It does. So will longer underground pipe lenghs. I don't like to speak of pressure: In Factorio pipe capacity maxes out when the pipe becomes backlogged , that is when it becomes 10.0/10 full at the producers (i.e. pumpjacks) and thus doesn't allow any more liquid to be added at that point. A larger...
- Mon Apr 18, 2016 9:07 pm
- Forum: Balancing
- Topic: Does a beacon consume too much energy?
- Replies: 57
- Views: 14630
Re: Does a beacon consume too much energy?
Beacons don't use much power when they cover 8 machines, 480kW / 8 = 60kW per machine, that'll be only a small fraction of what each machine is using. When speed beacons are combined with assembler 3 with 4x productivity modules they actually result in energy savings per item created by dramatically...
- Fri Apr 15, 2016 6:17 am
- Forum: Balancing
- Topic: Gun Turrets, quality of life issues
- Replies: 4
- Views: 3615
Re: Gun Turrets, quality of life issues
Inserters load exactly 10 magazines per turret. When using turrets in any number they should be belt fed, you can feed the belt with a requester chest if you like. What is true is that gun turrets are much more expensive than lasers, especially if using piercing ammo. The solution: Don't use piercin...
Re: [MOD 0.12.26] KS Power
This is how I'd like it if wind turbines worked relative to other options: Boiler/Steam: Reliable, consistent power generation. Low cost makes suitable standby power. Main cost is fuel cost rather than construction cost. Wind: Almost as cheap per (average) MW as Boiler/Steam but high variability mea...
- Wed Apr 13, 2016 7:34 am
- Forum: Gameplay Help
- Topic: Inserter Throughput
- Replies: 9
- Views: 17222
Re: Inserter Throughput
Something else relevant to this topic: I weaponized the difference in insertion speed to make a pure fast inserter low-power condition: http://i.imgur.com/j1PZ1wfl.jpg The out inserter is on dedicated power, via sideloading the fish swap sides and the in-inserter is on the main grid and will tend to...
- Tue Apr 12, 2016 6:27 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 116337