Search found 950 matches
- Sat Mar 26, 2016 9:37 am
- Forum: General discussion
- Topic: Factorio achievements proposals
- Replies: 31
- Views: 30100
Re: Factorio achievements proposals
Enough Dakka: Build 1000 gun turrets.
- Sat Mar 26, 2016 8:37 am
- Forum: General discussion
- Topic: Flushing pipes that have the wrong liquid in them
- Replies: 4
- Views: 12958
Re: Flushing pipes that have the wrong liquid in them
If you have construction bots often the easiest way is to blueprint the polluted section, deconstruct it, and rebuild it. Before then the easy way is to add a steam engine (no boiler required) and let it consume the liquid. You might still have to tear down and replace some of the polluted pipes or ...
- Thu Mar 24, 2016 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Have 2-3 separate Evolution Factors, use the highest
- Replies: 7
- Views: 1948
Re: Have 2-3 separate Evolution Factors, use the highest
Really wouldn't work. It'd mean for the power gamer you can produce so much pollution "for free" and kill so many nests "for free" as long as you are staying under the time based evo factor. Or you can kill so many nests "for free" as long as you are staying under your ...
- Thu Mar 24, 2016 11:14 pm
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 11455
Re: Passive providers chests are useless when you get them
As well as all the construction and repair uses, Passive Providers can also be used with character logistic slots.
- Wed Mar 23, 2016 11:04 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 36474
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
I actually think offshore pump should require power, but it should pump at 10% without power (lets say it draws power from the water current) and have high priority (like laser turrets) so you don't get bootstrapping problems.
- Wed Mar 23, 2016 10:24 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 116123
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Misantrophe doesn't seem to work properly with peaceful mode, in particular biters seem to show a hatred for peaceful infrastructure like power poles, they still pretty much ignore polluting stuff. I know peaceful is not really the intended use case for Misanthrope, just nice to switch between save ...
- Mon Mar 21, 2016 11:06 pm
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 39527
Re: SOLAR or STEAM [poll]
I suspect that sometimes it has to do with direction of flow too - a setup which works in one orientation may not work in another. I certainly have experienced the join/branch/join thing completely crap out, that was with a hot water storage power plant, for whatever reason a single string of 28 boi...
- Mon Mar 21, 2016 10:49 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 73015
Re: Yet another green cells build :)
That's a reason why using Beacons together with Belt Setups is too problematic. The inserters inputting from/outputting to the belt can't handle the throughput. Indeed. With my linear green circuit factory linked to earlier (using 4xprod3 modules) it can only support a single row of beacons (that i...
- Mon Mar 21, 2016 4:36 pm
- Forum: Implemented in 2.0
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 34
- Views: 12713
Re: Large poles should automatically connect Red&Green wires
What advantage would this have over just blueprinting a red/green wire connected big pole setup? I normally use big pole blueprints anyway just for perfect spacing w/ tree removal and such.
- Mon Mar 21, 2016 12:30 pm
- Forum: Gameplay Help
- Topic: Oil Refineries, can this math be right?
- Replies: 5
- Views: 6589
Re: Oil Refineries, can this math be right?
Something I haven't seen mentioned anywhere yet: When you use the Beacons (in the above example, using Speed modules in the beacons), it transmits the effect at a reduced rate, but does it also transmit the negative side effects (more power usage)? And if so, are they transmitted at a reduced rate ...
- Mon Mar 21, 2016 12:28 pm
- Forum: Balancing
- Topic: Camping spawners as opposed to killing them
- Replies: 11
- Views: 6783
Re: Camping spawners as opposed to killing them
relevant to this is the tactic is building crap around spawners so they can't spawn anything. The cheesiest way I know is this: http://imgur.com/tuZWiUp.png I believe the "holey" containment doesn't work if small biters are still spawning (you can block them by filling it in completely wit...
- Mon Mar 21, 2016 10:42 am
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 39527
Re: SOLAR or STEAM [poll]
How do your Steam Engines connect to the boilers in that setup? With a spacing of 1 tile between the Boiler lines it must be pretty ugly to connect the steam engines after the boilers... Could you provide a screen shot from that as well? xD Well technically it's a variation on the 2/28/20 design so...
- Mon Mar 21, 2016 9:34 am
- Forum: Balancing
- Topic: Vehicle speed balancing
- Replies: 14
- Views: 11046
Re: Vehicle speed balancing
Heh I never realized quite how slow the Tank was, it's okay since the Tank is tougher than anything but a 4 fusions/ everything else shields power armor 2 setup and you can carry it around in your pocket so if you have a faster way to travel (car or exos) the slowness of the Tank is no issue. Now as...
- Mon Mar 21, 2016 9:19 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 73015
Re: Yet another green cells build :)
I sometimes use a "linear" design, something like this: http://i.imgur.com/03zSTnk.png Sometimes the linear design just fits well especially if your iron and copper are already side-by-side, it's also nice when used with beacons because you can place a row of assemblers next to a row of be...
- Sun Mar 20, 2016 9:52 pm
- Forum: Gameplay Help
- Topic: Oil Refineries, can this math be right?
- Replies: 5
- Views: 6589
Re: Oil Refineries, can this math be right?
Early on it's difficult to use the output of even a single plastic plant, even more impossible to use the output of a sulfur plant and also for the sulfuric acid, well you need an absurd amount of battery/processing unit plants to utilize that, something like 50. Normally sulfur and acid will be mos...
- Sun Mar 20, 2016 10:34 am
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 39527
Re: SOLAR or STEAM [poll]
If you use eff1 modules the Electric Furnace should come out ahead, both furnaces use 180kW, because boilers are only 50% efficient the Electric Furnace uses 360kW of fuel, but if you use 2x eff1 module the energy use is reduced by 60% which comes to 144kW - it's not a huge benefit, unless you care...
- Sat Mar 19, 2016 11:32 pm
- Forum: General discussion
- Topic: Should my robotports overlap?
- Replies: 5
- Views: 2459
Re: Should my robotports overlap?
For the most part overlapping logistic networks work just fine. But if you want to do something very specialized which handles a lot of traffic such as a logistic-bot ore smeltery you might want to separate it off - it gets complicated if you have on the one hand a bunch of bots moving iron plates t...
- Sat Mar 19, 2016 8:49 am
- Forum: Maps and Scenarios
- Topic: Map exchange strings
- Replies: 81
- Views: 219109
Re: Map exchange strings
This was the first world I generated with 12.27 http://i.imgur.com/0YzzWM9.png >>>AAAMABsAAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlBQUACAAAAGl yb24tb3JlAwMCBQAAAHN0b25lAwMCUyDLhPeQAAAXLgAAAAAAAAAAAA ADADGn6VE=<<< The start area has all the resources yo...
- Sat Mar 19, 2016 8:35 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 116123
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
I've been enjoying playing Misanthrope (with higher enemy settings, of course). The Tank with a micro HARPA is especially fun, finally the bugs flee in terror of the rampaging Tank. But I was thinking about the lack of ways of dealing with biters other than killing them. What might be cool is if the...
- Sat Mar 19, 2016 8:29 am
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 39527
Re: SOLAR or STEAM [poll]
I will add this point as no one has put it up. if you are going to use Solid fuel use the Steel Furnace NOT the Electric Furnace. If you use eff1 modules the Electric Furnace should come out ahead, both furnaces use 180kW, because boilers are only 50% efficient the Electric Furnace uses 360kW of fu...