Search found 347 matches
- Tue Jun 14, 2022 4:44 am
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 28
- Views: 1416
Re: Should Construction Robots Prioritze Storage Chests ?
I feel like this is prioritizing putting to storage vs taking from ? In the first step yes. Active provider chests are usually empty or close to empty. Bulk storage happens in storage chests. Priotizing storage chests means that everything is in storage chests. Construction bots have to take items ...
- Mon Jun 13, 2022 12:29 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 28
- Views: 1416
Re: Should Construction Robots Prioritze Storage Chests ?
If you want to priotize storage chests you can use active provider chests.
Active provider chests are usually empty.
Produced amounts are controlled by the inserter removing the produced item from the assembler.
Active provider chests are usually empty.
Produced amounts are controlled by the inserter removing the produced item from the assembler.
- Thu Jun 09, 2022 5:08 am
- Forum: Gameplay Help
- Topic: Are the impact ratios of the three variables in the map resource generator 1k-1k-1k=? (Frequency-Width-Richness)
- Replies: 18
- Views: 729
- Mon May 09, 2022 7:22 am
- Forum: General discussion
- Topic: Alt-F4 #60 - Burning Questions
- Replies: 10
- Views: 1195
Re: Alt-F4 #60 - Burning Questions
I guess its time for a no nuclear and no solar playthrough.
Burn everything!
Burn everything!
- Wed Apr 13, 2022 8:16 am
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 44
- Views: 8942
Re: Blueprints don't ruin fun
Its one thing to save your own blueprints and use them later. Or just download a factory and just use someone elses design without understanding it. I personally dont reuse my blueprints in another savegame. Creating new layouts is part of the fun to me. Doing everything the same way every time is b...
- Wed Apr 06, 2022 7:58 am
- Forum: Ideas and Suggestions
- Topic: Give construction bots the ability to 'throw' landmines
- Replies: 13
- Views: 682
Re: Give construction bots the ability to 'throw' landmines
1. A reconstruction cooldown could be added.
-in the menu ?
-some kind of rule book ?
2.Turrets could be able to send a signal, that they are busy (shooting)
-roboports can be deactivated, this prevents them to deploy bots.
-split it up into construction, reconstruction and repairs
-in the menu ?
-some kind of rule book ?
2.Turrets could be able to send a signal, that they are busy (shooting)
-roboports can be deactivated, this prevents them to deploy bots.
-split it up into construction, reconstruction and repairs
- Thu Feb 10, 2022 6:22 am
- Forum: Gameplay Help
- Topic: A question about biters/spitters...
- Replies: 4
- Views: 469
Re: A question about biters/spitters...
Killing biters doesnt affect evolution. The nests gather pollution and "pay" with the pollution to send an attack. Destroying nests increases evolution. If you can handle the attacks you might want to keep the nests in place. The pollution is sucked up by these nests and doesnt spread furt...
- Tue Jan 25, 2022 6:11 am
- Forum: General discussion
- Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
- Replies: 26
- Views: 3264
Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
Mods like Bobs and Angels, Py, Krastorio, Space Exploration have in total millions of downloads. A large portion of the Factorio player base wants more complexity and less ease of use. The number of downloads of said mods underwrite this statement. Yet the direction Factorio went after the Oil chan...
- Wed Jan 12, 2022 6:40 am
- Forum: Ideas and Suggestions
- Topic: Unreachable items
- Replies: 24
- Views: 2045
Re: Distance limit: a very bad design choice
The only thing that actually annoys me about the limited range is that you can't enter the user interface of the machines from distance. There is only the workaround of building a machine next to you, toggle your settings, make a blueprint and place a ghost where it is meant to be built. IDK maybe a...
- Mon Dec 20, 2021 7:10 am
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 866
Re: I need to make cogs... (How should I?)
500 underground belts is excessive. Do you want to know what is excessive? I only use blue underground belts. For everything. Anyway, producing cogs can be made in a central location or by demand. It is very difficult to determine a good production rate when a lot of the cogs are needed for base bu...
- Fri Dec 10, 2021 9:00 am
- Forum: General discussion
- Topic: Spidertron walking tour / Ore prevalence
- Replies: 9
- Views: 1087
Re: Spidertron walking tour / Ore prevalence
its a little costly, but I use artillery to uncover large parts of the map.
- Tue Nov 23, 2021 5:53 am
- Forum: Gameplay Help
- Topic: How do I put a bus to use?
- Replies: 9
- Views: 1087
Re: How do I put a bus to use?
most people run 4 lanes of belts and leave a gap of 2 between each group of belts.
This way you have enough space for balencers and underground belts.
This way you have enough space for balencers and underground belts.
- Mon Nov 22, 2021 9:25 am
- Forum: General discussion
- Topic: survival focused game map ideas
- Replies: 7
- Views: 1025
Re: survival focused game map ideas
I stopped to protect the train tracks with walls and turrets a long time ago.
The ore fields are protected, some space is left for the train station/loading area and thats it.
To be safe just make sure that all the tracks are within artillery range or at least covered by radar.
The ore fields are protected, some space is left for the train station/loading area and thats it.
To be safe just make sure that all the tracks are within artillery range or at least covered by radar.
- Wed Oct 20, 2021 5:34 am
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 44
- Views: 17969
- Fri Oct 08, 2021 5:29 am
- Forum: Ideas and Suggestions
- Topic: Add double headed train stops
- Replies: 29
- Views: 1994
Re: Add double headed train stops
I know its nice to solve puzzles,
but you are creating a problem, that does not need to exist.
There are plenty of conventional solutions that would not create such a problem in the first place.
but you are creating a problem, that does not need to exist.
There are plenty of conventional solutions that would not create such a problem in the first place.
- Fri Oct 01, 2021 4:57 am
- Forum: Gameplay Help
- Topic: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
- Replies: 4
- Views: 779
Re: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
feeding the copper wire directly in the green chip assembler
- Wed Sep 01, 2021 5:23 am
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 2973
Re: Personal energy source needed between solar panels and fusion reactor
I think the gap between solar and fusion wouldnt feel so big if the solar panels were 2x2. Solar combined with mk2 batteries is enough for personal construction bots. But something like a charging port would be nice. Could be something like a "stationary vehicle" you have to enter and it r...
- Wed Sep 01, 2021 5:10 am
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 1524
Re: Logistic Network
Stack sizes seem arbitrary, but you can see it as result of the size of the item in the real world . How big or bulky an item is. Small items have a large stack size, big/bulky items have a small stack size. If you should use a mod to increase stack sizes, be aware the vanilla stack sizes are a fun...
- Tue Aug 17, 2021 11:09 am
- Forum: Gameplay Help
- Topic: Optimizing 2 Way Trains
- Replies: 4
- Views: 1017
Re: Optimizing 2 Way Trains
I think the biggest downside is that the intersection area is one block.
Only one train can pass the intersection.
Only one train can pass the intersection.
- Wed Jul 14, 2021 6:43 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 88
- Views: 15441
Re: What are the most impractical items in Factorio?
The pistol One of the first researches is military and once you have the machine gun the pistol goes in the bin. I actually use the pistol sometimes as a token in my inserter based sr latch. Burner miners They pollute so much and are really slow. I usually keep them for a while as a backup source of...