Search found 80 matches

by Durentis
Fri Sep 27, 2019 4:35 am
Forum: Gameplay Help
Topic: [Solved] How to kickstart no-water, no-power-connection,energy dependend outposts?
Replies: 7
Views: 394

Re: How to kickstart no-water, no-power-connection,energy dependend outposts?

Impatient wrote:
Thu Sep 26, 2019 11:32 pm
Why didn't I think of that?
Because you're Impatient and rushed to the forums for a solution? ;)
by Durentis
Fri Aug 16, 2019 4:22 am
Forum: General discussion
Topic: Scroll wheel direction
Replies: 10
Views: 593

Re: Scroll wheel direction

Whatever direction a list requires, I tend to scroll the wrong way and then have to correct. Too much switching back and forth between MacOS and Windows. I can't even decide which y-axis setting feels more natural in FPS games anymore, though I used to always invert it. :?
by Durentis
Wed Aug 14, 2019 2:53 am
Forum: Gameplay Help
Topic: How do people get their first alien artefact?
Replies: 5
Views: 579

Re: How do people get their first alien artefact?

Anyway, how do people kill their first enemy base now? I can't find another way other than turrets (lasers mainly) and work my way in... but on big start area maps this is going to take forever :) Oh Very Large it's ok because they spawn within your base :) I just need help killing the damn things ...
by Durentis
Sun Aug 04, 2019 10:30 pm
Forum: General discussion
Topic: Lower Level, Non-Slotted Armor
Replies: 11
Views: 624

Re: Lower Level, Non-Slotted Armor

I found out recently when I started a marathon death world that these low level armours make a huge difference. Especially when combined with fish, which apparently aren't for throwing at biters. Who knew? /shrug
by Durentis
Sun Aug 04, 2019 12:10 am
Forum: Maps and Scenarios
Topic: Map exchange strings
Replies: 75
Views: 138089

Re: Map exchange strings

This starting area is great for a marathon death world, minus the biters in your base.. ;) I did come up with a fishy solution and laid claim to it, but with 5 spawners and a dozen worms they put up a hell of a fight. Good luck! >>>eNpjYBBksGMAgwZ7EOZgSc5PzIHxQJgrOb+gILVIN78oFVmYM7mo NCVVNz8TVXFqXmp...
by Durentis
Sat Apr 27, 2019 4:41 pm
Forum: Gameplay Help
Topic: Beginner question about trains
Replies: 4
Views: 289

Re: Beginner question about trains

Don't read the train contents for this.. it doesn't scale. Give all of your copper loading stations the same name, such as "> Ore Copper", and your unload station something like "< Ore Copper". (I'm using ">" to mean "get" and "<" to mean "put" and the word ordering is for sorting.) With that, you j...
by Durentis
Mon Apr 15, 2019 6:23 am
Forum: General discussion
Topic: Ore Patch Size? 0.17 / Rail World
Replies: 3
Views: 568

Re: Ore Patch Size? 0.17 / Rail World

0.16 had a very different (and not great) terrain/resource generator and everything you explored while playing under 0.16 will have stayed as-is when you moved to 0.17. Newly explored areas will be revealed using the 0.17 terrain/resource generator. I suspect you'll just have to venture out a ways, ...
by Durentis
Thu Apr 11, 2019 5:24 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 1224

Re: Old chem plant setup...fixable?

I have a strong suspicion we're simply not going to agree, and that's fine since much of this game is personal preference.. that sandbox thing. But I'll address a few things above since you took some time to respond so thoroughly. I think you're misapplying/overusing your notion of "simple elegance"...
by Durentis
Tue Apr 09, 2019 1:18 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 1224

Re: Old chem plant setup...fixable?

I see the fluid mixing change as a very good one and a solid step forward for the game. What OP is doing is an awkward edge case design. Sure it's a sandbox but, as far as "you're doing it wrong" can go in a sandbox (not very), this is a good example. I don't see wanting to do something like this as...
by Durentis
Mon Apr 08, 2019 6:44 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 1224

Re: Old chem plant setup...fixable?

You can't mix fluids anymore, and you have water input where it changes to light oil in the solid fuel recipe. You'll have to make a separate array unless you can pump out the water just before you switch to solid fuel. Perhaps something like having a water pump leading into the array get disabled, ...
by Durentis
Sun Mar 31, 2019 8:04 am
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 10282

Re: Self adjusting Kovarex based on demand

Here's what I'm using in my current game. It does need to be primed, but as long as you don't have more Centrifuges than it can support early on it's good to go. Just add one at a time and it will start up and shutdown gracefully as belt-space permits. The U-235 that rarely comes in on the outside l...
by Durentis
Thu Mar 21, 2019 11:04 pm
Forum: Gameplay Help
Topic: Worms spawn too close to player built structures
Replies: 13
Views: 717

Re: Worms spawn too close to player built structures

Doesn't this just force artillery? I don't see how that's a bad thing.
by Durentis
Tue Mar 19, 2019 3:12 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 773

Re: Request/Idea: Train toggle to don't skip disabled stations

The better solution I feel is for a station to be able to use a circuit signal to set a maximum limit on the inbound trains. So you can set a station to only allow a single inbound train if it doesn't have a stacker, or to allow 10 inbound trains if it has a 9 train stacker (9 + the station itself)...
by Durentis
Sat Mar 16, 2019 12:18 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 773

Re: Request/Idea: Train toggle to don't skip disabled stations

What is needed is the ability of trains to skip (enabled) stations on circuit input. You let the train leave on circuit input when it's ready to go. And the train "decides" the target station when leaving. Until then: Live with the fact that you cannot perfectly control what trains are doing or ins...
by Durentis
Fri Mar 15, 2019 9:43 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 773

Re: Request/Idea: Train toggle to don't skip disabled stations

If there was a feature where stations would only allow 1 train at a time to use it, it would work. I.e. as soon as a train is dispatched, the target station becomes unavailable to other trains. This too can have unintended consequences. If a station is disabled when a single train schedules to it, ...
by Durentis
Fri Mar 15, 2019 5:41 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 773

Re: Request/Idea: Train toggle to don't skip disabled stations

I think this won't help as you think it will and will instead cause other problems. Also, a universal central stacker isn't as good of an idea as it sounds if you mean for it to let all trains of different types out through a single choke point. If C(iron), C(copper), and C(coal) enable at the same ...
by Durentis
Fri Mar 15, 2019 4:04 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Blue belt beaconed electric furnace setup
Replies: 2
Views: 3069

Re: Blue belt beaconed electric furnace setup

You've got the right idea with the modules and putting the furnaces between rows of beacons, you just need to iterate on it to compress the design. Some tips: Show a screenshot when you post a design so people don't have to load Factorio and import a blueprint to see it. Overlap beacon rows whenever...
by Durentis
Wed Mar 13, 2019 10:58 pm
Forum: General discussion
Topic: [Poll] Battery graphics in 0.17
Replies: 19
Views: 1191

Re: [Poll] Battery graphics in 0.17

Even if it's true that Duracell sparked a change in the battery design, there's nothing wrong with Factorio sticking with the same simple stripe design but changing the colours. Look at Duracell and Energizer batteries side by side.. roughly the same proportions of the stripes but different colours....
by Durentis
Tue Mar 12, 2019 9:32 pm
Forum: General discussion
Topic: Copy-Paste in 0.17
Replies: 7
Views: 841

Re: Copy-Paste in 0.17

The Foreman mod does mirroring, though it may need to be updated for 0.17. I'd prefer it to be in Vanilla though. I don't think that the edge cases justify not implementing mirroring. Have you ever tried manually mirroring a large belt balancer? Ugh. Having to fix a few signals, structures, or pipe ...
by Durentis
Sat Mar 09, 2019 12:02 am
Forum: General discussion
Topic: Private trains?
Replies: 13
Views: 1264

Re: Private trains?

I take my train with me so I don't have to run back to it.

And with the new ctrl-click temporary stations introduced in 0.17 that let you stop anywhere, there's really no need for shuttle stations in my opinion.

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