Try mines. They are very high damage and deal it in a radius of an explosion. And they are even cheaper than yellow ammo.
To automate them, place a roboport with a construction bots and a storage chest full of mines in its logistics zone. Any blown up mine will leave a ghost after it and ...
Search found 35 matches
- Tue Mar 18, 2025 8:44 am
- Forum: Gameplay Help
- Topic: Keeping biters at bay
- Replies: 11
- Views: 1106
- Tue Feb 25, 2025 12:10 pm
- Forum: Technical Help
- Topic: [2.0.35]Alt+Right Click not working for Linux
- Replies: 2
- Views: 214
Re: [2.0.35]Alt+Right Click not working for Linux
on Linux Mint
alt+right click to pin.
Do you have any other application to test if Alt+Button3 (right mouse button) is actually working?
Your desktop (I guess its one of Cinnamon, MATE or Xfce) probably processes Alt+Button3 combination (maybe for window resize?) and not passes this event ...
- Tue Feb 25, 2025 4:51 am
- Forum: Ideas and Suggestions
- Topic: Cargo bay throughput alternative: cargo hatches
- Replies: 6
- Views: 521
Re: Cargo bay throughput alternative: cargo hatches
Tl;dr
Add a new item that connects to cargo bays, cargo landing pads and platform hubs, called "Cargo hatch".
Cargo hatches can have item filters set, extremely similar to a requester chest making the hatch work to "pull" items to itself after a progress bar is filled, one stack at a time ...
- Sat Feb 01, 2025 4:40 am
- Forum: Technical Help
- Topic: How can I reduce particle update
- Replies: 24
- Views: 1509
Re: How can I reduce particle update
I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.
My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?
I assume that's a drawing ...
- Fri Jan 24, 2025 1:17 am
- Forum: General discussion
- Topic: Why are some obvious chains of logic not presented in the game? For example...
- Replies: 3
- Views: 835
Re: Why are some obvious chains of logic not presented in the game? For example...
i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this ...
- Fri Jan 24, 2025 12:57 am
- Forum: Technical Help
- Topic: in-space-no-one-can-hear-you-scream
- Replies: 7
- Views: 906
Re: in-space-no-one-can-hear-you-scream
When can you add a hyper-aggressive alien i can inserter-throw into space
I think you can do that by severing platform where biter is standing with mines, but I don't know how to trigger that without la creature dying in the process. Maybe a belt of eggs that goes far enough from the end of the ...
- Tue Jan 21, 2025 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1768
Re: Dynamically change trainstop names richtext icons with circuit signals
As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.
Also would be nice to just select multiple names for the same ...
Also would be nice to just select multiple names for the same ...
- Sun Jan 19, 2025 5:48 pm
- Forum: Won't fix.
- Topic: [2.0.24] Mines can create holes in space platform
- Replies: 13
- Views: 3369
Re: [2.0.24] Mines can create holes in space platform
Watching this thread like a hawk hoping it lands in "Not a Bug," it's genuinely a cool feature for people intending it, and allows for some rebellious creativity.
Maybe the only true bug is that the hole cannot be closed once opened, and might necessitate a new tile-building rule, "if a tile of ...
- Sun Jan 19, 2025 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Radar channels
- Replies: 6
- Views: 567
Re: Radar channels
You can use an encoding technique to encode your input signal into 32 bits of the carrier signal. First arithmetic combinator will take your input signal and mask (truncate) it with "AND" operation by a constant "2^N - 1", where "N" is a number of bits you want to transmit. Second arithmetic ...
- Fri Jan 17, 2025 5:46 pm
- Forum: Gameplay Help
- Topic: I would appreciate some help on... Gleba
- Replies: 33
- Views: 17008
Re: I would appreciate some help on... Gleba
First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it.
That's impossible. Heating tower consumes fuel even ...
- Tue Jan 14, 2025 11:08 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 19
- Views: 5210
Re: Ban quality modules from asteroid crushers
Except people still ship ammo (rocket missiles) to the platforms instead of crafting them at the rate they consume them, or just wait for 2 hours for them to be replenished
I don’t think I’ve ever seen anyone do that. Why would you even do it for rockets specifically? Those are easy to ...
- Tue Jan 14, 2025 4:24 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator should have ability to output "constant"
- Replies: 14
- Views: 1362
Re: Decider combinator should have ability to output "constant"
I will refrain from passing judgement on whether or not the other half of players should learn this stuff. But the devs do need to toe the fine line between satisfying both player bases and maintaining the artistic concept of their game.
Why circuits are something that someone should not learn ...
- Tue Jan 14, 2025 1:45 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator should have ability to output "constant"
- Replies: 14
- Views: 1362
Re: Decider combinator should have ability to output "constant"
As much as I'd appreciate this, were it to be implemented, I can see why the devs might not want to do so. The more we integrate such "redundant" pieces of the circuit network, the more we move away from the need to have multiple pieces with distinct functionality in the first place. Basically ...
- Tue Jan 14, 2025 1:32 pm
- Forum: Gameplay Help
- Topic: Deathworld-Questions in Space Age
- Replies: 7
- Views: 1562
Re: Deathworld-Questions in Space Age
Stop producing ammo higher than yellow for turrets and rush for mines. They are 4 times cheaper than yellow ammo and kill everything more effectivly even when dealing with single targets, not to mention that they kill multiple targets.
Red ammo is just a scam.
Lazer turrets take 9.6 MW each when ...
Red ammo is just a scam.
Lazer turrets take 9.6 MW each when ...
- Tue Jan 14, 2025 1:05 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 19
- Views: 5210
Re: Ban quality modules from asteroid crushers
Glad that shipping ammo to platform, or asteroid storage did not get hammered, and we get a lot of diversity there.
Except people still ship ammo (rocket missiles) to the platforms instead of crafting them at the rate they consume them, or just wait for 2 hours for them to be replenished and ...
- Tue Jan 14, 2025 2:35 am
- Forum: Technical Help
- Topic: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
- Replies: 18
- Views: 1671
Re: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
I would also like to know what Flip is under the graphics run time in the F4 menu.
It's the game literaly waiting while already prepared frame would be drawn to the "screen" and "screen" returns back and says «Give me the next frame». https://en.m.wikipedia.org/wiki/Multiple_buffering#Page ...
- Tue Jan 14, 2025 2:12 am
- Forum: Technical Help
- Topic: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
- Replies: 18
- Views: 1671
Re: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
So, I've been playing around with it off and on for a few days, trying a few different things.
What seems to have finally stabalized the FPS (and by extension, the "Flip" category, still not sure what it is in any case) was changing the Steam Compatibility layer.
I was originally using "Steam ...
- Mon Jan 13, 2025 1:39 am
- Forum: Technical Help
- Topic: [2.0.38] headless debian 12 server random crashes
- Replies: 11
- Views: 1015
Re: [2.0.38] headless debian 12 server random crashes
Found a related post with a solution. Check it out 90221
- Mon Jan 13, 2025 1:34 am
- Forum: Technical Help
- Topic: [2.0.38] headless debian 12 server random crashes
- Replies: 11
- Views: 1015
Re: [2.0.38] headless debian 12 server random crashes
Yeah, looks like you are trying to run your server publicly available, which is the default configuration. That's why game is trying to connect to the host in the first place. If you did not want that, you can disable it in server configuration file (check what flags you need to provide it at ...
- Sun Jan 12, 2025 3:58 pm
- Forum: Balancing
- Topic: Increase Gleba seed production chance
- Replies: 75
- Views: 26222
Re: Increase Gleba seed production chance
I'm very confused by the recommendations for the Biochamber. The Biochamber requires a resource that I don't have. If I don't have enough seeds, then I don't have enough fruit. If I don't have enough fruit, then I don't have spoilage. If I don't have spoilage, not only can my factory not produce ...