I build them, they provide endless energy for the rest of the game. I build enough, (and I have) and I don't have to use steam engines ever again.
That's the problem. They are a way too easy solution. I believe the game would be much more interesting if energy actually had a cost, no matter what ...
Search found 38 matches
- Wed Aug 06, 2014 4:12 am
- Forum: General discussion
- Topic: Solar Panel return on investment
- Replies: 56
- Views: 32973
- Sun Aug 03, 2014 6:10 am
- Forum: General discussion
- Topic: Solar Panel return on investment
- Replies: 56
- Views: 32973
Re: Solar Panel return on investment
I personally don't care about the return on investment for solars outside of speed runs. I build them, they provide endless energy for the rest of the game. I build enough, (and I have) and I don't have to use steam engines ever again. My current game is at 40 hours (I can and did build the missile ...
- Sun Aug 03, 2014 5:44 am
- Forum: Duplicates
- Topic: [0.10.6] Logistic Chest UI cut off items
- Replies: 1
- Views: 3047
[0.10.6] Logistic Chest UI cut off items
So the logistic chests' UI runs out of room if you have too many items. It can only handle 12 rows (72 items) with a 13th row cut in half on my 1080p resolution. Since I'm using the logistics storage to store a large number of unique items, it's rather annoying.
Picture. Problem is on the bottom ...
Picture. Problem is on the bottom ...
- Wed Mar 12, 2014 5:20 am
- Forum: General discussion
- Topic: Planning on getting a better game engine?
- Replies: 23
- Views: 12610
Re: Planning on getting a better game engine?
i know rewriting codes is hard and you have to replace thousands of lines. but i really think its worth the try.
:lol: More like tens of thousands of lines of code. The game is already over like 120,000 lines of code.
But yes, your netbook probably dosen't have a powerful CPU, and factorio is ...
:lol: More like tens of thousands of lines of code. The game is already over like 120,000 lines of code.
But yes, your netbook probably dosen't have a powerful CPU, and factorio is ...
- Fri Mar 07, 2014 2:11 am
- Forum: General discussion
- Topic: Good Rail Layout
- Replies: 11
- Views: 6761
Re: Good Rail Layout
Well, you could load up empty barrels on the train, take it to the oil rigs, unload the empty barrels (smart inserters?) while you fill it up with full barrels... And then do the reverse to unload the full barrels.
- Tue Mar 04, 2014 3:49 pm
- Forum: General discussion
- Topic: If you thought tower creeping was dull...
- Replies: 37
- Views: 20855
Re: If you thought tower creeping was dull...
Would be nice to have some more tech mid/late game to deal with biters (artillery?
). And mines that do something against large biters. Maybe even some sort of super high tech minigun that chews up ammo really fast, so it's expensive to use, but can decimate bases. 


- Tue Mar 04, 2014 3:43 pm
- Forum: Gameplay Help
- Topic: Tips for setting up research factories?
- Replies: 2
- Views: 3783
Re: Tips for setting up research factories?
Old screenshots of my old base (so specific ingrediants are otu of date). Maybe you'll get some ideas. ;] http://imgur.com/a/cM6eB
- Tue Mar 04, 2014 3:41 pm
- Forum: General discussion
- Topic: What to do if you are bored in factorio!
- Replies: 4
- Views: 10327
Re: What to do if you are bored in factorio!
Surround the base with lasers while you set the train upDeathmage wrote:Create a train that goes round a biter base killing them, endlessly. Still trying to get this to work, need a biter freeze ray

- Mon Mar 03, 2014 9:56 am
- Forum: Gameplay Help
- Topic: 30 MW Day / Night Solar Energy Accumulation
- Replies: 14
- Views: 11473
Re: 30 MW Day / Night Solar Energy Accumulation
@OP: The night is much longer then 73 seconds.
The data I collected (by having a single solar power a radar) is that night 43~ seconds, dawn and dusk are both 85~ seconds, and day is 207~ seconds, for 420 seconds total (or exactly 7 minutes). This means you need 128 seconds power stored in ...
The data I collected (by having a single solar power a radar) is that night 43~ seconds, dawn and dusk are both 85~ seconds, and day is 207~ seconds, for 420 seconds total (or exactly 7 minutes). This means you need 128 seconds power stored in ...
- Sun Mar 02, 2014 10:14 am
- Forum: General discussion
- Topic: Need help with Train stop!!
- Replies: 5
- Views: 4698
Re: Need help with Train stop!!
Yeh, you need a straight orthogonal track, horizontal or vertical to set up a station. So either run your oil to the track at the top, or setup a orthogonal track near the oil.
- Mon Feb 24, 2014 2:58 am
- Forum: General discussion
- Topic: If you thought tower creeping was dull...
- Replies: 37
- Views: 20855
Re: If you thought tower creeping was dull...
However, the rapid/instant respawn rate of nest defenders, plagues of worms, and the general feeling that you, the player, should have a hand in their destruction, make most bases unapproachable. Most bases can only be conquered by 'Offensive Towering' and having swarms of bots, especially if ...
- Mon Feb 24, 2014 2:03 am
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 19653
Re: [0.9] Rays step by step guide for a compact factory
@OP: very cool base. I'll never build something like that myself, as I care far more about throughput and expandability then compactness. Very cool though.
- Mon Feb 24, 2014 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Logistic robot suicide
- Replies: 10
- Views: 5957
Re: [0.9.1] Logistic robot suicide
Ah. Yes I expected something like that. Still could implement a 1/5th speed instead of death.
Well I've put in my own fix for now. They have the same operational energy (300kj, recharge at 60kj). except they have 1000 energy now (recharge at 760kj). Should hopefully stop them dying so much without ...
Well I've put in my own fix for now. They have the same operational energy (300kj, recharge at 60kj). except they have 1000 energy now (recharge at 760kj). Should hopefully stop them dying so much without ...
- Mon Feb 24, 2014 1:51 am
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 42968
Re: [0.8.x] Logistics Robots
I think a good solution to the problem of suicidal robots is just to make them run at 1/5th speed instead of dying. Pretend they have a solar panel on top or something, but without battery charge run much slower. ;p
- Sun Feb 23, 2014 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Logistic robot suicide
- Replies: 10
- Views: 5957
[0.9.1] Logistic robot suicide
I've just discovered what I consider a fairly huge problem. If a robot travels a long distance and it's not near a robo-port, it just disappears when it runs out of energy. This means if you have say, a large L-shape of chained roboports, and they try traveling one tip to the other, they can ...
- Sun Feb 23, 2014 10:33 am
- Forum: Not a bug
- Topic: [0.9.1] "Follower robot count" research ability is infinite
- Replies: 4
- Views: 5643
Re: [0.9.1] "Follower robot count" research ability is infin
Maybe, but the bonus goes only to 10 robots and this bonus is reached with research level 11, and the following 9 research levels are "useless"
Or the tooltip shows this wrong. :P
You're misunderstanding the tooltip. It adds 10 per research, they all stack. So by the end I think you get about 150 ...
Or the tooltip shows this wrong. :P
You're misunderstanding the tooltip. It adds 10 per research, they all stack. So by the end I think you get about 150 ...
- Sun Feb 23, 2014 10:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Furnace recipes display 100x time
- Replies: 6
- Views: 2846
Re: [0.9.1] Furnace recipes display 100x time
I think someone on IRC figured this out. It's 100 or 500 divided by 60, having something to do with the target framerate of the game. So, 1.67 seconds for copper and iron, 8.33 seconds for steel.
Low fps hurts the production times? Even if someone could stand 15 fps, 4 times longer to produce ...
Low fps hurts the production times? Even if someone could stand 15 fps, 4 times longer to produce ...
- Sun Feb 23, 2014 5:11 am
- Forum: General discussion
- Topic: Has nothing to do now
- Replies: 17
- Views: 9357
Re: Has nothing to do now
You could start a 'deathworld' game. Normal/very big/very rich biters. Everything else normal. Goodluck. ;p
- Sun Feb 23, 2014 5:02 am
- Forum: General discussion
- Topic: Question about steam energy production
- Replies: 10
- Views: 5678
Re: Question about steam energy production
In my experience so far it seems that the number of boilers is about 1.3x more than number of steam engines to be able to keep water at 100Β° even when at 100% load.
And of course only two pumps for one pipe and max about 16 engines for one pipe.
Yeh this is about right. I checked every number ...
And of course only two pumps for one pipe and max about 16 engines for one pipe.
Yeh this is about right. I checked every number ...
- Sun Feb 23, 2014 4:55 am
- Forum: General discussion
- Topic: If you thought tower creeping was dull...
- Replies: 37
- Views: 20855
Re: If you thought tower creeping was dull...
End-game, I don't even bother dragging laser turrets offensively. Combat shotgun with piercing shells and Power armor MK2 with the right equipment is much easier. Run in to nest, kill spawners with shotgun, run from horde while recharging shield.
You forgot destroyers <3. Even just 20 of them ...