Search found 21 matches
- Thu Jan 16, 2020 8:19 am
- Forum: General discussion
- Topic: Roboports
- Replies: 24
- Views: 7403
Re: Roboports
Because it would be very overpowered if they had more, without this limitation belts would be even further from the power of robots
- Mon Oct 07, 2019 9:11 am
- Forum: Ideas and Suggestions
- Topic: concrete and landfill size
- Replies: 12
- Views: 8875
Re: concrete and landfill size
I am glad people responded but the suggestion was not about the keybinding...
do you agree or disagree with my actual suggestion?
do you agree or disagree with my actual suggestion?
- Fri Oct 04, 2019 7:32 pm
- Forum: Ideas and Suggestions
- Topic: concrete and landfill size
- Replies: 12
- Views: 8875
concrete and landfill size
Hello all,
This is the tiniest of iritations and not that important and im sorry if it already has been suggested or discussed.
But my irritation is that i tend to have a preferred size for my concrete laying by hand and landfill.
So having to press '+' every time I load the game is a tine ...
This is the tiniest of iritations and not that important and im sorry if it already has been suggested or discussed.
But my irritation is that i tend to have a preferred size for my concrete laying by hand and landfill.
So having to press '+' every time I load the game is a tine ...
- Tue Sep 03, 2019 9:43 am
- Forum: General discussion
- Topic: moving Factories
- Replies: 2
- Views: 1747
Re: moving Factories
Do you mean assemblers or factories made as a whole?
When you have acces to bots you can use the ''cut' function or blueprints.
Before that you can use blueprints to give an overview but you have to manually place the assemblers etc.
I can't help you with mods though, i simply don't know.
To mods ...
When you have acces to bots you can use the ''cut' function or blueprints.
Before that you can use blueprints to give an overview but you have to manually place the assemblers etc.
I can't help you with mods though, i simply don't know.
To mods ...
- Tue Aug 27, 2019 9:20 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 150221
Re: Friday Facts #309 - Controversial opinions
Inserters should not chase items
disagree, but don't care so strongly one way or the other
Blueprint import/export should be a modded feature
I think it should be an option when starting a new map. I understand the frustration with this feature, but on the other hand why not let each player ...
disagree, but don't care so strongly one way or the other
Blueprint import/export should be a modded feature
I think it should be an option when starting a new map. I understand the frustration with this feature, but on the other hand why not let each player ...
- Wed Aug 07, 2019 9:11 am
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 19881
Re: When do YOU give up and start fresh?
I want to make a megabase, but now that I have all the sciences including space up to 90 per minute stable I don't know how to really progress anymore.
It is all in a main bus style with basically no room to expand.
Instead of improving I would have to start a totally new (train style) base which ...
It is all in a main bus style with basically no room to expand.
Instead of improving I would have to start a totally new (train style) base which ...
- Fri May 10, 2019 3:06 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 23988
Re: how many logistic/construction robots needed?
Is there any updated advice on planning how many logistic robots you need for a given configuration. I tried searching the forums, but there are so many hits on logistics, bots, and how many; this is the most relevant search result that I found.
I have just started my first use of a significant ...
- Fri Apr 26, 2019 8:50 am
- Forum: Show your Creations
- Topic: My first Factory
- Replies: 6
- Views: 3584
Re: My first Factory
Sorry, but who cares? What is the point of this thread? [...] (moderated)
I actually find it curious to see a new players progress, especially since he didn't start of all spaghetti like most of us.
On the reddit you will find a lot of posts like these.
Maybe not for u as a target audience ...
- Fri Apr 05, 2019 9:50 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 31205
Re: What mods are you using - and why?
at the moment just 2:
- Long reach (because walking up to everything sucks)
- Advanced electric, gives higher tiers accumulators and solar panels at a cost.
Advanced electric is great to have solar yet not pave over huge areas or patches.
- Long reach (because walking up to everything sucks)
- Advanced electric, gives higher tiers accumulators and solar panels at a cost.
Advanced electric is great to have solar yet not pave over huge areas or patches.
- Mon Feb 18, 2019 9:16 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 97857
Re: Friday Facts #282 - 0.17 in sight
The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them ...
- Fri Feb 08, 2019 10:47 am
- Forum: Ideas and Suggestions
- Topic: Gun turret range
- Replies: 14
- Views: 8907
Re: Gun turret range
Gun turrets have better DPS but laser turrets a better range.
The best combination is to use the two of them together.
The best combination is to use the two of them together.
- Wed Feb 06, 2019 11:16 am
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 11157
Re: I Miss Alien Artifacts!
I don't miss them at all and I would not like it if they made "hunting" a required part of the game again to get to certain upgrades.
I would say the only thing they could give is recources that are otherwise also available.
Eg. 1 artifact is 10 iron ore or 5 stone ore if you want to put recipes in ...
I would say the only thing they could give is recources that are otherwise also available.
Eg. 1 artifact is 10 iron ore or 5 stone ore if you want to put recipes in ...
- Tue Jan 23, 2018 10:16 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 47871
Re: Friday Facts #226 - New mod portal & other news
Regarding bots vs belts:
First of all, glad that you take your time and don't go into any hastly decisions.
You have a great game standing and it be difficult to change a major feature like this.
I reallly believe that the solution does not lie with the bots, they can remain the same but with ...
First of all, glad that you take your time and don't go into any hastly decisions.
You have a great game standing and it be difficult to change a major feature like this.
I reallly believe that the solution does not lie with the bots, they can remain the same but with ...
- Mon Dec 11, 2017 1:30 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 90608
Re: Friday Facts #220 - The best Friday Facts ever
I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way.
An upgraded thank shell with a stackload of 200 or so would be perfect.
and of course, now we need an gunn turret train :twisted:
who told u that the shells are ...
An upgraded thank shell with a stackload of 200 or so would be perfect.
and of course, now we need an gunn turret train :twisted:
who told u that the shells are ...
- Mon Dec 11, 2017 1:14 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 90608
Re: Friday Facts #220 - The best Friday Facts ever
I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way.
An upgraded thank shell with a stackload of 200 or so would be perfect.
and of course, now we need an gunn turret train![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
An upgraded thank shell with a stackload of 200 or so would be perfect.
and of course, now we need an gunn turret train
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
- Thu May 11, 2017 9:12 am
- Forum: Balancing
- Topic: Iron sticks instead of iron ore in concrete recipe
- Replies: 8
- Views: 5313
Re: Iron sticks instead of iron ore in concrete recipe
i just run a single yellow belt of half bricks half ore that i take of just before smelting area and run that line down to the water.
Concrete goes into passive providers, bots do my concreting. Takes a lot of power but saves me work
Concrete goes into passive providers, bots do my concreting. Takes a lot of power but saves me work
- Thu May 11, 2017 9:07 am
- Forum: Gameplay Help
- Topic: trains not loading fast enough
- Replies: 18
- Views: 8320
Re: trains not loading fast enough
A basic belt carries 13.33 items / sec and an electric mining drill mines 0.525/sec . So you need 13.33/0.525 = 25.4 mining drills to compress a yellow belt.
If you have more than 26 miners then increase the belt speed, if you have less than 26 feeding this train station the belt speed isn't the ...
If you have more than 26 miners then increase the belt speed, if you have less than 26 feeding this train station the belt speed isn't the ...
- Fri Mar 03, 2017 2:01 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 77781
Re: Friday Facts #180 - Map interaction
yes seconded! That would be great!Rhamphoryncus wrote:Nice stuff! How about a way to highlight or search for specific ores? It comes up most often with mods but I've seen vanilla players have trouble spotting things too.
I love the map changes proposed in the FF!
Keep up the good work and see you in 0.15!
- Fri Jan 27, 2017 11:09 am
- Forum: Ideas and Suggestions
- Topic: simple suggestion
- Replies: 1
- Views: 1248
simple suggestion
Hello All,
I do not always play with the same mods or even with mods at all.
So my different saves have different mods. And the factories feel vastly different, which is why I like to switch sometimes.
My suggestion is that when you go to the load screen and click on a save, you can have a button ...
I do not always play with the same mods or even with mods at all.
So my different saves have different mods. And the factories feel vastly different, which is why I like to switch sometimes.
My suggestion is that when you go to the load screen and click on a save, you can have a button ...
- Wed Dec 28, 2016 2:47 pm
- Forum: Gameplay Help
- Topic: Experienced builders' help needed.
- Replies: 12
- Views: 5518
Re: Experienced builders' help needed.
I am really bad with wires and generally just play without them, but i do thinkk this should be possible with wires.