Search found 81 matches
- Thu Aug 17, 2023 11:37 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2287
Re: Question for train station balancing
yes, scalability, that may be better, it's just not as fine tuned as what I have
- Thu Aug 17, 2023 11:23 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2287
Re: Question for train station balancing
Yea I get that, I just don't see an advantage over what I already do.
- Thu Aug 17, 2023 11:04 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2287
Re: Question for train station balancing
Can you tell me more about those stop limits? What do they do? There's a good description in the original FF that introduced them: https://forums.factorio.com/viewtopic.php?f=38&t=90207 Yes, I read that, but I can't see how it would help with my train balancing. With my setup, the next train al...
- Thu Aug 17, 2023 10:30 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2287
- Thu Aug 17, 2023 7:02 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2287
Question for train station balancing
So imagine this scenario: You have a station to unload something like ore, which is actually several train stops with the same name, so you can unload several trains at once. Now... you ofc have stack inserters and chests that buffer the trains cargo so it can be unloaded fast. If you don't control ...
- Tue Aug 15, 2023 8:40 am
- Forum: General discussion
- Topic: Weapon balance (Tank and stuff)
- Replies: 8
- Views: 1336
Re: Weapon balance (Tank and stuff)
If you use batteries to power the shields, which is basically the only way to do it, then a MK1 shield will provide a lot more hp in total than a MK2 shield, the actual buffer is pretty irrelevant as dmg tends to be rather constant than burst. And a handful of blue circuits really isn't a lot, and a...
- Mon Aug 14, 2023 9:10 pm
- Forum: General discussion
- Topic: Weapon balance (Tank and stuff)
- Replies: 8
- Views: 1336
Re: Weapon balance (Tank and stuff)
yea, that's probably it ...and yes you can use a power armour inside a tank, but the lasers take a few more research steps and you still have a (compared to a properly shielded PA-MK1) pretty squishy tank that you need to repair after every battle, the flame thrower in the tank is bad, the machine g...
- Mon Aug 14, 2023 12:57 pm
- Forum: General discussion
- Topic: Weapon balance (Tank and stuff)
- Replies: 8
- Views: 1336
Weapon balance (Tank and stuff)
So first off, maybe I'm just doing something wrong, if so, just tell me. ;) I simply find the tank and other stuff pretty useless compared to the cost and availability, with that I mean not only building it and ammo cost but also what it takes to research it. So for the tank, you can just as well ge...
- Fri Oct 26, 2018 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36856
Re: Connect modular armor to electric network
I guess this has been suggested before ... but too lazy to search, so I post my suggestion, and some one else will do the research and post a link or merge the topics :roll: . [Koub] Topic merged into older one with same suggestion Totally guilty of not looking back to 2014! -.- Damn, this has been...
- Fri Oct 26, 2018 11:06 am
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 36997
Re: Self adjusting Kovarex based on demand
I'm not sure if I understand the intention of this thread correctly, adjusting your production to demand seems trivial using circuits and a logistics network, like, only make more if there is less than x total in the system. Or did I miss something? Also, I'd always recommend circular enrichment set...
- Fri Oct 26, 2018 10:41 am
- Forum: Ideas and Suggestions
- Topic: Fire resistant construction robots
- Replies: 8
- Views: 6019
Re: Make logistic/contruction bots fire-proof or avoid fire-suicide
That's nice, but I consider bots suiciding like that rather a design flaw, that should be fixed, instead of a "matter of taste" that gets satisfied with a mod.
- Fri Oct 26, 2018 10:26 am
- Forum: Ideas and Suggestions
- Topic: Fire resistant construction robots
- Replies: 8
- Views: 6019
Make logistic/contruction bots fire-proof or avoid fire-suicide
TL;DR Remove or reduce the fire damage received by construction (and maybe also logistics) bots. What ? Either: - prevent patches of ground fire from effecting these drones, after all, they fly, so ground fire should not touch them - increase their fire resistance to a point where they are not inst...
- Fri Oct 26, 2018 10:13 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36856
Connect modular armor to electric network
TL;DR I guess this has been suggested before, so just to make sure: Enable modular armors to connect to the electric network to: - quickly charge batteries to full (even without any power source on the armor), or - supply excess power to the electric network from the armor What ? This could either ...
- Sat May 20, 2017 10:13 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107978
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Thanks for mentioning me. :-) I was unhappy with how the reactor is started, even though you ever only need to do this once, you may still need to do it several times if you play with designs, so I thought of this: In my setup, I have each inserter for inserting fuel only connected to the respective...
- Fri May 19, 2017 9:05 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 51999
Re: Version 0.15.12
Like with...belts? Yea that looked kinda bad.Klonan wrote:To quote myself from another thread:
viewtopic.php?f=23&t=47725&start=20#p277742Klonan wrote:There were also some graphical and rendering issues with the old zoom level
- Fri May 19, 2017 7:23 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25116
- Fri May 19, 2017 3:10 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 51999
Re: Version 0.15.12
No there is not. He just had the great idea to limit the automation capabilities of this automation game. Lets pray there is no dev who think "mhhh thats nice, lets try out to deautomate the game a bit more". :D Yea, about as good as "oh no people will place one blueprint at the star...
- Fri May 19, 2017 2:58 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25116
Re: (0.15.10+) Water and Steam, what's the plan?
I think this post from https://forums.factorio.com/viewtopic.php?f=5&t=47963 benefits this discussion: I underline what is great. Boilers in real life are not 100% efficient. Real life boilers have the following efficiencies: "Stoker" fired, commonly seen on locomotives and historic b...
- Fri May 19, 2017 2:48 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25116
Re: (0.15.10+) Water and Steam, what's the plan?
I think this post from https://forums.factorio.com/viewtopic.php?f=5&t=47963 benefits this discussion: I underline what is great. Boilers in real life are not 100% efficient. Real life boilers have the following efficiencies: "Stoker" fired, commonly seen on locomotives and historic b...
- Fri May 19, 2017 2:47 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25116
Re: (0.15.10+) Water and Steam, what's the plan?
Are you just trying to be toxic for your own cheering, or did you not understand what I wrote at all? You try to be toxic, or trolling, or you only do this for the sake of arguing and you can't accept that your ..."reasoning" won't go anywhere. - Everyone gave you an explanation to what t...