Search found 45 matches
- Sat Feb 12, 2022 11:34 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 15767
Re: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods
Just curious why you decided to not integrate roboports? I dont use bots other than from personal roboports for the sake of PC performance. To build/deconstruct large structures I usually build a roboport grid and later remove it when job is done. I also don't use logistic bots for the most part in...
- Fri Feb 11, 2022 9:14 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 15767
Re: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods
I'll reserve one more post in case I'll have time for a run from scratch to be able to share a fully built megabase save and pictures later.
- Fri Feb 11, 2022 8:50 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 15767
Re: 1K+SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
Blueprint Book 5_blueprintbook.jpg The blueprint book provided has the following sections: 1. 1K Science Factories - this contains all factories for 1K SPM production, as well as lab array. Blueprints are numbered plus each blueprint has part of previous one's rails on the left, so you will be able...
- Fri Feb 11, 2022 8:50 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 15767
Re: 1K+SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
End-game factory Overview 3_factory.jpg Each factory consists of several parts: 1. Trains Unload Array. All raw material is being unloaded here. Leftmost train station is supplying the whole factory trains with Nuclear fuel. Trains are only fueled at unloading stations. If there's too much trains t...
- Fri Feb 11, 2022 8:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 15767
1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
Factorio is a game I've spent a lot of time on in exchange for a lot of fun. 1_steam.jpg I decided to show and share the blueprints for my factories, hoping that they either will help someone to learn the game or will spark some new ideas for conquering production times and rates. This blueprint boo...
- Fri Feb 11, 2022 3:54 pm
- Forum: Combinator Creations
- Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
- Replies: 5
- Views: 20381
Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)
The title is somehow misleading :lol: Clickbait! :mrgreen: I corrected it to be less misleading though. I think your middle stack inserter was mistakenly set to 1 stack size override. Nope, there are two overrides - 10 for stack inserter and 1 for fast inserter, thats intentional. this one doesn't ...
- Wed Feb 09, 2022 6:15 pm
- Forum: Combinator Creations
- Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
- Replies: 5
- Views: 20381
Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
I'd like to share a blueprint of Kovarex enrichment process I use in my playthroughs. Pros: Only requires Uranium-238 to produce Uranium-235 infinitely. Does not clog with overproduction. Handles electricity outages. Fully beaconed. Tileable vertically. Cons: Requires some manual love to start. Prod...
- Sat Sep 28, 2019 5:27 am
- Forum: Modding help
- Topic: Ore Eraser mod seems to be abandoned by author.
- Replies: 1
- Views: 922
Ore Eraser mod seems to be abandoned by author.
Hello all. Previously I used Ore Eraser alot in my playthroughs, so I was very happy to see it updated for 0.17.0, when it was released. However, when devs renamed the entity player to character the mod got broken, as many others. I waited for some time for it to be updated with little luck. I also ...
- Wed Jul 24, 2019 9:16 am
- Forum: Ideas and Suggestions
- Topic: Remove flamethrower ammo from the game
- Replies: 17
- Views: 5728
Re: Remove flamethrower ammo from the game
Eh, it's not too hard. Make a liquid bus and carry heavy and light to some location near steel. Then you can have a chem plant basically next to the main bus. Yep, its not too hard to setup. The reason why I posted this suggestion was the logic, that devs demonstrated to use in their changes to the...
- Wed Jul 24, 2019 9:09 am
- Forum: Ideas and Suggestions
- Topic: Remove flamethrower ammo from the game
- Replies: 17
- Views: 5728
Re: Remove flamethrower ammo from the game
The bit about making the barrel return less on un-barrelling if you used some of it up as ammo would require new game engine functionality - there's currently no way for a recipe to respond dynamically to "durability" state - and it seems like a lot of work for something this ... subtle. ...
- Mon Jul 22, 2019 10:33 am
- Forum: Ideas and Suggestions
- Topic: Remove flamethrower ammo from the game
- Replies: 17
- Views: 5728
Re: Remove flamethrower ammo from the game
The suggestion is not about make turrets use ammo, but rather vice versa - remove item that has no further participation in production cycle and replace it with something already existing in the game, adding value and usage to barreling.
- Mon Jul 22, 2019 10:29 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 244223
Re: Friday Facts #304 - Small bugs; Big changes
Have thought about this change for the whole weekend and decided to throw in my 5 cents. While I completely understand, why this change is being made, one thing really bothers me. One of the most enjoyable findings in Factorio game design to me is that the game forces you to come back to your alread...
- Mon Jul 22, 2019 10:17 am
- Forum: Ideas and Suggestions
- Topic: Remove flamethrower ammo from the game
- Replies: 17
- Views: 5728
Remove flamethrower ammo from the game
TL;DR Remove flamethrower ammo from the game and replace it with barrelled oils. What ? Remove flamethrower ammo from the game. Allow flamethrower and tank to use barreled oils (same oils as for flamethrower turret) as ammo. Allow different types of oil to provide same bonuses for flamethrower and ...
- Thu Jul 04, 2019 11:21 am
- Forum: Wiki Talk
- Topic: Normal\Expensive mode costs are not showing correctly.
- Replies: 2
- Views: 2170
Re: Normal\Expensive mode costs are not showing correctly.
Oh, I see. Sorry for the inconvinience
- Thu Jul 04, 2019 9:48 am
- Forum: Wiki Talk
- Topic: Normal\Expensive mode costs are not showing correctly.
- Replies: 2
- Views: 2170
Normal\Expensive mode costs are not showing correctly.
1. Open any item on wiki, for example https://wiki.factorio.com/Nuclear_reactor#Normal%20mode 2. Click "Expensive mode" tab. 3. Click "Normal mode" tab. Recipe ingridients stay same, while Total raw ingridients change correctly. I browsed through several different items randomly ...
- Sat May 11, 2019 10:46 pm
- Forum: Gameplay Help
- Topic: Circuit Network and storing values for accumulator display
- Replies: 4
- Views: 4920
Re: Circuit Network and storing values for accumulator display
I finally finished it with most problems now being solved. Posted the final version in Show Your Creations section. viewtopic.php?f=193&t=70715.
- Sat May 11, 2019 10:44 pm
- Forum: Combinator Creations
- Topic: Accumulator charge display (current charge, last night charge, status)
- Replies: 2
- Views: 3195
Accumulator charge display (current charge, last night charge, status)
Hey, guys. Some time ago I started to build the accumulator display (https://forums.factorio.com/viewtopic.php?f=18&t=66880) and after couple rounds of finetuning I think its finally done. Yeah, I know, another display, whats so special about it? Does not use any timers, so does not require any ...
- Mon Mar 11, 2019 7:30 pm
- Forum: Gameplay Help
- Topic: Circuit Network and storing values for accumulator display
- Replies: 4
- Views: 4920
Re: Circuit Network and storing values for accumulator display
Each operation in the circuit network takes 1 tick. Ok, after some brainstorming and further googling, I think I was able to make almost everything to work. Here's the description of what I've finally done: Battery shaped lamp display. Three indicators to display: current charge level (multicolor d...
- Tue Mar 05, 2019 9:02 pm
- Forum: Gameplay Help
- Topic: Circuit Network and storing values for accumulator display
- Replies: 4
- Views: 4920
Circuit Network and storing values for accumulator display
Hey, guys. I was using curcuit network for long time, but only for simple things, like switching power on\off if conditions are met, etc. Just for a note, I've read everything, that is available on wiki in terms of descriptions and guides, also watched guides on youtube, but I feel like I'm stuck wi...
- Mon Mar 04, 2019 3:19 pm
- Forum: Duplicates
- Topic: [0.17.3] UI unresponsive to mouse
- Replies: 9
- Views: 3073
Re: [0.17.3] UI unresponsive to mouse
Happened to me couple times today, though I could not figure out exact steps to reproduce, so Ill provide as much info as possible. Possible trigger: autosave function, exactly after autosave popup closes. Usually it catches me up clicking something in the GUI, like managing inventory, or interactin...