Search found 15 matches
- Mon Oct 30, 2017 3:07 am
- Forum: Not a bug
- Topic: Train Stop Circuit Network Issues
- Replies: 8
- Views: 4886
Re: Train Stop Circuit Network Issues
so you wanna fix it?
- Sun Oct 29, 2017 8:32 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22934
Re: Difficulty curve and how to keep players till end game
You can easily handcraft EVERYTHING involved in oil setups which are powerful enough to supply rockets. It gets more convenient if you automate pipes and underground pipes but that is trivial to do even with grey assemblers. I don't get the ruckus about oil. Yeah I still remember it was a tougher t...
- Sun Oct 29, 2017 8:31 pm
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 17270
Re: liquid filtering for pumps, tanks and wagons
Note that barrels are a natural fit with the logistic network, because they are exceptionally efficient to be carried by bots: a single barrel holds the equivalent of roughly 25 ore so a bot with a cargo size of 4 is carrying the equivalent of 100 ore - two whole stacks of ore! How do you determine...
- Sun Oct 29, 2017 8:28 pm
- Forum: Not a bug
- Topic: Train Stop Circuit Network Issues
- Replies: 8
- Views: 4886
Re: Train Stop Circuit Network Issues
1. It's not a bug. It's there for convenience since adding the fuel adds all kinds of problems to most useful setups. 2. I will probably add a way to detect if the train is there as a separate option in the station. Mainly because of setups and problems like this https://forums.factorio.com/viewtop...
- Fri Oct 27, 2017 5:49 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22934
Re: Difficulty curve and how to keep players till end game
You can easily handcraft EVERYTHING involved in oil setups which are powerful enough to supply rockets. It gets more convenient if you automate pipes and underground pipes but that is trivial to do even with grey assemblers. I don't get the ruckus about oil. Yeah I still remember it was a tougher t...
- Mon Oct 23, 2017 9:37 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22934
Re: Difficulty curve and how to keep players till end game
I don't like oil. Up until that point the complexity of the factory increases somewhat linearly, but at oil I have to build a LOT of stuff to get anything of value, and then because it's a large operation with lots of buildings it can be tricky to nicely integrate the products into the rest of the ...
- Mon Oct 23, 2017 9:35 pm
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 99287
Re: [MOD 0.12.29+] Water Well
Water is already free in vanilla, and doesn't even require fuel or power. Have the devs said that nothing is supposed to be free in Factorio?binbinhfr wrote:
And the other reason why I want to add this limitation feature is Factorio's logic : nothing is supposed to be free
- Mon Oct 23, 2017 9:26 pm
- Forum: Not a bug
- Topic: Train Stop Circuit Network Issues
- Replies: 8
- Views: 4886
Re: Train Stop Circuit Network Issues
1. It's not a bug. It's there for convenience since adding the fuel adds all kinds of problems to most useful setups. 2. I will probably add a way to detect if the train is there as a separate option in the station. Mainly because of setups and problems like this https://forums.factorio.com/viewtop...
- Mon Oct 23, 2017 6:47 pm
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 17270
Re: liquid filtering for pumps, tanks and wagons
How do you keep all your trains and chests from eventually filling up with empty barrels? Do you just remove your barrel assembler after a certain point?
- Fri Oct 20, 2017 5:03 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 33218
Re: Optimize Drone Movement
What is the correct way to use construction bots in a base which expands infinitely in one direction? As the base expands, the provider chests containing construction materials get farther and farther from where they're needed. If requester chests for the materials are set up at the frontier, they h...
- Thu Oct 19, 2017 2:52 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22934
Re: Difficulty curve and how to keep players till end game
no you don'tSicnarf wrote: You have to do some maths or go online and start doing some research to see how to set it up.
nopeSicnarf wrote: Also the first thing you have to do with oil is make enough Science 3 to get advanced oil processing to help get rid of Light/Heavy which is not obvious from in game help menus.
- Thu Oct 19, 2017 2:46 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 135133
- Mon Dec 12, 2016 6:59 pm
- Forum: Releases
- Topic: Version 0.14.20
- Replies: 19
- Views: 28523
Re: Version 0.14.20
Will the laser turret icon ever be updated?
- Fri Dec 09, 2016 4:22 am
- Forum: Gameplay Help
- Topic: Techniques for branching a line off the main bus
- Replies: 4
- Views: 5578
Re: Techniques for branching a line off the main bus
I never use more than one belt for any resource. When the belt gets low, I just add another input.
- Fri Dec 09, 2016 12:03 am
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 12382
Re: Fit integer number of items in transport belt
how do you change the distance between items on a belt? I can't find anything in the prototypes files.