Search found 980 matches
- Wed Apr 06, 2016 5:01 pm
- Forum: General discussion
- Topic: Ressources farther away: RSO or vanilla settings
- Replies: 5
- Views: 2967
Re: Ressources farther away: RSO or vanilla settings
I believe they plan to implement the ability to do this in vanilla in the future, but unfortunately for right now RSO is probably your best bet.
- Wed Apr 06, 2016 5:00 pm
- Forum: General discussion
- Topic: Damn it my sleep schedule will never survive this
- Replies: 6
- Views: 2675
Re: Damn it my sleep schedule will never survive this
I'm sorry to have to tell you this, but there is no known cure for your illness.
It will only get worse once you discover Mods. Good luck my friend and welcome to our community of eternal addiction. Hehe
It will only get worse once you discover Mods. Good luck my friend and welcome to our community of eternal addiction. Hehe
- Wed Apr 06, 2016 3:09 pm
- Forum: Releases
- Topic: Version 0.12.30
- Replies: 25
- Views: 36215
Re: Version 0.12.30
Awesome! Some good fixes here for sure. Especially the crafting timer one. Hopefully this is declared the stable build for 0.12. I can't wait for 0.13. Hehe
- Tue Apr 05, 2016 5:27 pm
- Forum: Gameplay Help
- Topic: Integrate thing sinto armor?
- Replies: 4
- Views: 1589
Re: Integrate thing sinto armor?
Yeah, late game you probably better off using decked out power armor and destroyer and Distractor capsules rather than the tank. The tank can technically still be good cause it provides a lot of durability, but is slow and can easily get surrounded and plus I think the power armor and combat bots me...
- Mon Apr 04, 2016 5:28 pm
- Forum: Gameplay Help
- Topic: Electricity SOS
- Replies: 6
- Views: 2068
Re: Electricity SOS
Yup, make sure everything is connected properly first. It's possible that the accumulators just aren't getting charged enough to last through the night, or you don't enough of them, so part way through the night they run out of energy and then you get that warning symbol and no electricity. :p As ra...
- Mon Apr 04, 2016 5:23 pm
- Forum: Show your Creations
- Topic: Yet another red/green lab build
- Replies: 2
- Views: 2125
Re: Yet another red/green lab build
Interesting design for sure. :p If your curious about the math, this can support a massive amount of science pack assemblers and probably double the labs you have 1 gear factory can support like 10 red science assemblers, and 1 Inserter and Belt factory can support 12 green science assemblers. So wi...
- Mon Apr 04, 2016 5:18 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Compact boiler design
- Replies: 4
- Views: 4376
Re: Compact boiler design
Nice find! There some people who know about this trick and do actually use it, but I don't think it's common knowledge. Pretty neat trick actually, and works quite well to save space for sure. Wish more people did know about it.
- Mon Apr 04, 2016 5:16 pm
- Forum: Show your Creations
- Topic: Chess in Factorio (inspired by the awesome Tetris)
- Replies: 7
- Views: 4139
Re: Chess in Factorio (inspired by the awesome Tetris)
This is pretty cool actually. I feel like it would take forever to actually play a game this way, but still cool idea nonetheless. :p
- Sat Apr 02, 2016 4:52 pm
- Forum: Gameplay Help
- Topic: Changing Research
- Replies: 3
- Views: 1477
Re: Changing Research
Just open research menu and start a new research.
- Fri Apr 01, 2016 5:52 pm
- Forum: Gameplay Help
- Topic: Today I just discovered...
- Replies: 11
- Views: 4825
Re: Today I just discovered...
Even after hundreds of hours in the game I just recently found this out: You get free red/green wires if you use a blueprint and bots. If you set up a circuit network thing using the wires and them blueprint it and have bots build it, they don't actually need wires to be available, they will just ma...
- Fri Apr 01, 2016 5:49 pm
- Forum: General discussion
- Topic: Appearance of alien artefacts
- Replies: 10
- Views: 4044
Re: Appearance of alien artefacts
It's pretty creepy to me. Haha It looks like a monkey or baby human face. O.o
- Fri Apr 01, 2016 5:42 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 66535
Re: Friday Facts #132 - Side Project
Haha I'm not sure which parts to believe or not.
I really want it to be true that there is a mobile version or will be in the future but I fear we are being trolled after looking at the calendar.
I really want it to be true that there is a mobile version or will be in the future but I fear we are being trolled after looking at the calendar.
- Wed Mar 30, 2016 5:14 pm
- Forum: Gameplay Help
- Topic: Couple Newbie Player Questions....
- Replies: 3
- Views: 1353
Re: Couple Newbie Player Questions....
For things like adding Plastic or Batteries to the main bus, I think it is personal preference honestly. Batteries would probably be a good thing to add because they are used for quite a lot of stuff. Plastic on the other hand is really only used for Advanced Circuits so might not me worth running t...
- Tue Mar 29, 2016 6:02 pm
- Forum: Gameplay Help
- Topic: Few Beginner Questions
- Replies: 6
- Views: 2052
Re: Few Beginner Questions
Manual operations are indeed not always the most user friendly. The easiest way to do what you're trying to is : Take a stack of bullets, and Shift-Right-click on each turret. It will add half a stack in each, and if you have less of a stack left, you'll add half of what you have left in hand. [Edi...
- Tue Mar 29, 2016 5:55 pm
- Forum: General discussion
- Topic: Hot Spot Repair Turrets?
- Replies: 5
- Views: 4092
Re: Hot Spot Repair Turrets?
I also really like this idea. It would provide a great early-mid game solution for automated repairing of stuff and make your life a lot easier not having to run around all the time repairing stuffs. xD
Hopefully someone with modding experience will see this and maybe give it a try.
Hopefully someone with modding experience will see this and maybe give it a try.
- Tue Mar 29, 2016 5:52 pm
- Forum: General discussion
- Topic: Beacon's and electric furnaces
- Replies: 3
- Views: 7770
Re: Beacon's and electric furnaces
Definitely not bad. However you can actually go the other route and docway more beacons per building, which is usually more affective if you have the power to run all of it. Unfortunately I'm on mobile so I can't find much atm, but there are probably quite a few different designs out there that are ...
- Sun Mar 27, 2016 5:36 pm
- Forum: Gameplay Help
- Topic: Service rails
- Replies: 1
- Views: 977
Re: Service rails
I'll be honest, I'm not entirely sure how the rotories would work since I've never tried that. :/ Personally I would just say just space them out normally with two track spaces between each one like you mentioned. It will obviously be a pain to tear up all the track you already layed out but I think...
- Sun Mar 27, 2016 5:29 pm
- Forum: Gameplay Help
- Topic: Robots not servicing all the requester chests
- Replies: 6
- Views: 2345
Re: Robots not servicing all the requester chests
Hmm if all the ports are connected and both the requesters and pro iders are in the orange area then I'm not entirely sure what the issue could be. Perhaps you don't have won the of the requested materials so there just simply isn't enough to go around to all the chests? Pictures or the save file wo...
- Sat Mar 26, 2016 5:54 pm
- Forum: Gameplay Help
- Topic: Unable to rotate assembly 2
- Replies: 4
- Views: 2564
Re: Unable to rotate assembly 2
You can only rotate them if you set a recipe which has a fluid input/output? OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though. Not quite sure how...
- Sat Mar 26, 2016 5:51 pm
- Forum: Gameplay Help
- Topic: How big is the output buffer of a Chemical Plant?
- Replies: 3
- Views: 1505
Re: How big is the output buffer of a Chemical Plant?
I think it might depend on if it's a sold mater or liquid. I'm pretty sure that for Sulfur it is 50. Not sure on the others but I think it would be pretty easy to test honestly.