Search found 19 matches
- Fri May 19, 2017 6:40 am
- Forum: Energy Production
- Topic: Very simple controlled reactor setup
- Replies: 12
- Views: 13156
- Tue May 16, 2017 5:09 am
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 7430
Re: 0.15 Expensive Recipie Balance
Deathworld... Blue Science... i built a nice little 10 assembler sushi belt for blue science. "Let's start small, we can extend later or build another," I thought. Hours later... still opening more and more iron mines to feed this beast and still not even close to satisfying it's seemingly...
- Mon May 15, 2017 1:30 am
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 17413
Re: 0.15 Oil Rebalancing - Too Far?
I bootstrapped a deathworld base to laser turrets and tanks on one pumpjack...
Yep, too far.
Yep, too far.
- Tue May 09, 2017 11:00 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 17413
Re: 0.15 Oil Rebalancing - Too Far?
Agree with OP. About 15 wells was enough for 3 rockets, all research + 4x infinite ones. I keep thinking "i'm gonna run out of oil soon... but then check and no... everything's fine". If anything, I keep running out of heavy oil because i have too much of everything else and those tanks ar...
- Wed May 03, 2017 3:03 am
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 75
- Views: 29216
Re: Testing efficiency of chained science labs
Some techs require multiple packs of some, but not others, per time interval.
That can really mess up a finely tuned system.
That can really mess up a finely tuned system.
- Mon May 01, 2017 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] Copy-paste disconnects circuits
- Replies: 2
- Views: 2369
[0.15.5] Copy-paste disconnects circuits
If you copy from an filter inserter that doesn't have red/green wire connections, onto an filter inserter that does have red/green wire connections, the red/green wires are removed from the filter inserter you pasted onto.
- Sun Apr 30, 2017 11:50 pm
- Forum: General discussion
- Topic: command to clear / empty all chest, tank, inventory?
- Replies: 3
- Views: 12796
Re: command to clear / empty all chest, tank, inventory?
Chest: run over it in a tank.
Tank: destroy it with another tank or rocket launcher.
Inventory: put everything in a chest and run over it with a tank.
Tank: destroy it with another tank or rocket launcher.
Inventory: put everything in a chest and run over it with a tank.
- Sun Apr 30, 2017 11:48 pm
- Forum: Releases
- Topic: Version 0.15.5
- Replies: 33
- Views: 30597
Re: Version 0.15.5
I found some red desert in my 0.15 game.
The red rocks are much stronger, stopping a tank in its tracks. And they contain coal, not stone. Maybe that's a bug. I thought it was awesome.
The red rocks are much stronger, stopping a tank in its tracks. And they contain coal, not stone. Maybe that's a bug. I thought it was awesome.
- Wed Apr 26, 2017 6:37 am
- Forum: General discussion
- Topic: Problems with Steam in 0.15
- Replies: 4
- Views: 3247
Re: Problems with Steam in 0.15
Steam engines run on steam now, not hot water. Check the boiler outputs. Yes, plural.
- Mon Apr 24, 2017 4:00 am
- Forum: General discussion
- Topic: Ask the devs: Future plans for biters/aliens/enemies?
- Replies: 7
- Views: 3380
Re: Ask the devs: Future plans for biters/aliens/enemies?
With 0.15 late game we can clean up biter infestations with tactical nuclear hellfire. Should make expanding nice and efficient. Get rid of those annoying trees too.
- Wed Apr 19, 2017 11:16 pm
- Forum: General discussion
- Topic: Is 20 the final price?
- Replies: 13
- Views: 6074
Re: Is 20 the final price?
Just buy more copies?
- Wed Apr 19, 2017 11:11 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049425
Re: Factorio Roadmap for 0.15 + 0.16
If you haven't launched 1000 rockets and built a >1RPM base... there's a lot more fun to be had.
- Wed Apr 19, 2017 12:52 am
- Forum: General discussion
- Topic: how do YOU manage barrels of oil?
- Replies: 66
- Views: 30720
Re: how do YOU manage barrels of oil?
I find the barrelling problem quite interesting, and am a bit disappointed that fluid wagons will make it all so simple.
- Mon Apr 10, 2017 10:52 pm
- Forum: General discussion
- Topic: Are trains really more efficient than belts?
- Replies: 31
- Views: 20067
Re: Are trains really more efficient than belts?
You use large 8+ wagon trains because large trains are cool.
Do you need any other reason?
Do you need any other reason?
- Fri Dec 09, 2016 2:16 am
- Forum: Gameplay Help
- Topic: Defending Train Lines and Biter Expansion
- Replies: 4
- Views: 5203
Re: Defending Train Lines and Biter Expansion
By max evolution, you end up having to wall and turret your entire rail infrastructure.
When you outposts are 2 minutes away by train, it's super-annoying to have to go and repair a train killed by a behemoth biter.
When you outposts are 2 minutes away by train, it's super-annoying to have to go and repair a train killed by a behemoth biter.
- Wed Dec 07, 2016 11:13 pm
- Forum: Combinator Creations
- Topic: Virtual Pet
- Replies: 1
- Views: 2140
Re: Virtual Pet
Awesome.
But... we spent so much time wondering if we could, we didn't stop to think about whether we should...
But... we spent so much time wondering if we could, we didn't stop to think about whether we should...
- Fri Nov 18, 2016 12:44 am
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 10830
Re: Duplicate Train Stations: Behavior Change?
Agree with OP
I've noticed this recently too in a similar setup.
Was working 100% since I built it. Now it gets stuck with the incoming train trying to move into a bay that's full, even though there are more empty bays with the same station name.
I've noticed this recently too in a similar setup.
Was working 100% since I built it. Now it gets stuck with the incoming train trying to move into a bay that's full, even though there are more empty bays with the same station name.
- Tue Jul 05, 2016 4:45 am
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 9876
- Fri Jul 01, 2016 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] PowerSwitch logic crash
- Replies: 5
- Views: 2252
Re: [0.13.0] PowerSwitch logic crash
I got this same problem in 0.13.2 -- this was a game started fresh in 0.13.0
When the logic state changed, turning the power switch off - crash.
I reloaded the save, and tried again and it was fine. Ran through many cycles with no issue.
When the logic state changed, turning the power switch off - crash.
I reloaded the save, and tried again and it was fine. Ran through many cycles with no issue.