Search found 100 matches
- Sat Jan 23, 2021 7:12 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 1726
Re: Use of active provider chests
Nuclear waste? Is that space ex mod? he means used fuel cells, at least I believe so Yes, this. Stock depleted fuel cells. There are four safety interlock requirements that need to be met for my Mk2 reactor to start another fuel cycle - One fresh fuel cell at every reactor input bin. - Zero deplete...
- Sat Jan 23, 2021 6:56 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 2144
Re: Come up with new infinite research
Health. Player HP in particular, but robot, turret, vehicle, wall HP would be nice as well. Your suit of armor has all those fancy damage resistance and mitigation stats, but shields seem to dominate everything. (alternatively reduce the remaining armor leakage by ~5% per level for an infinite path ...
- Sat Jan 23, 2021 6:25 pm
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 67
- Views: 5477
Re: Anyone use barrels?
Re: Radar I like to put Radar+small power pole+solar panel as a standalone unit. As long as the power is non-zero you can get vision around the radar, and it slowly explores during the day. Night is a problem but the pitch black is pretty short, and the pollution is zero. I used barrels for all my o...
- Sat Jan 23, 2021 6:03 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 6975
Re: I can't beat it...
I suppose the biters may have just always preferred to colonize my big territory behind the defense wall rather than the thin worm-packed buffer zone I'd left. Perhaps you could lay out a grid of wall segments (or floor tile?) that don't block movement or attract fire, but also don't leave room for ...
- Fri Jan 22, 2021 10:14 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 1726
Re: Use of active provider chests
Clearing nuclear waste is a good stock use. I also use some in my cargo spaceships for SpaceEx, in situations where buffer chests don't work because the items need to be dumped on the same surface as they're produced. For example, I have combinator logic to shift empty (ex-acid) barrels from a reque...
- Fri Jan 22, 2021 9:33 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 26
- Views: 2103
Re: The thing that bothers me since game start
I'm sure there was a mod back in the day that caused items to spill onto the ground if they reached the end of a belt. I can't find it now, but I can't imagine it was all that popular. Interesting idea, but quite unfun for most people I expect. All the frustration of accidentally deequipping your ar...
- Fri Jan 22, 2021 9:08 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 6975
Re: I can't beat it...
I'm not playing on DW, but I have a strategy of using rockets or artillery to pick the spawners out from between the worms. The worms don't absorb pollution and send attacks, but they also prevent recolonization there. The ideal situation then becomes that colonization waves step into the guns and d...
- Fri Jan 22, 2021 8:04 pm
- Forum: General discussion
- Topic: Alt-F4 #22 - Blueprint Rant
- Replies: 10
- Views: 760
Re: Alt-F4 #22 - Blueprint Rant
TLDR: Not sabotaging your own fun is an important point to keep in mind. However, the difference between throwing down assemblers vs sub-factory blueprints doesn't matter so much as the creativity and fun you have doing it. It is only a different scale. Just make sure that you're not automating away...
- Tue Jan 19, 2021 2:20 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 358
- Views: 141747
Re: [0.17+] Space Exploration WIP
I've noticed that if you wire into a speed signal into your ship console that is less than 5, your ship just coasts along at ~5. Zero isn't a signal, but the console output uses -1 for stop and -2 for anchored. Feature request: It would be nice to have an input signal of -1 mean stop the ship like t...
- Mon Jan 11, 2021 4:38 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 358
- Views: 141747
Re: [0.17+] Space Exploration WIP
The delivery cannon doesn't seem to deliver. I'm running Factorio 1.0.0, Space Exploration 0.3.109. The cannon visibly fires, its count of products delivered increments, but nothing shows up on the space station in Nauvis orbit (according to the uplink view). The cannon's target is Nauvis orbit, an...
- Tue Jan 05, 2021 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 766
Re: Auto rotate signals even when placed as ghosts
Pipes don't rotate, they simply have alternate graphics so they look nicer when adjacent to other pipes. Much like wall segments, actually. The only reasons I can think of to place a rail signal down without a railway next to it (so far) are: - to use like a power pole for stringing logic wire. - so...
- Tue Jan 05, 2021 8:49 pm
- Forum: Ideas and Suggestions
- Topic: train stop module for armor
- Replies: 7
- Views: 264
Re: train stop module for armor
Personally, I use more shield generators to stop trains in many cases. However, there are also plenty of designs in the show your creations area for railway safety crossings, which use gates to both sense the player's presence and turn signals red, as well as locking the gates closed if a train is a...
- Tue Oct 06, 2020 7:06 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 102
- Views: 96562
Re: Digital Display, Yay!
My old, efficient 14-lamp 7-segment display was getting hard to read in the new graphics, so I improved it. Chonky Font for Boomer Eyes digital display. 7-segment rules, but with the corner lights set to be suppressed when both segments are on to make rounded corners and pointy verticals (Eg: "...
- Sat Sep 19, 2020 5:25 am
- Forum: Gameplay Help
- Topic: Aligning Rails to a 40x40 grid vs rotation?
- Replies: 2
- Views: 207
Re: Aligning Rails to a 40x40 grid vs rotation?
Awesome.
In the meantime I've rejiggered things to use 64x64 with an alternative wider rail gauge, and spacing based on large power poles with gaps in the power coverage that look somewhat intentional.
In the meantime I've rejiggered things to use 64x64 with an alternative wider rail gauge, and spacing based on large power poles with gaps in the power coverage that look somewhat intentional.
- Sat Sep 19, 2020 2:25 am
- Forum: Gameplay Help
- Topic: Aligning Rails to a 40x40 grid vs rotation?
- Replies: 2
- Views: 207
Aligning Rails to a 40x40 grid vs rotation?
I want to make a 40x40 blueprint aligned to grid in order to combine power lines and railway blocks in one blueprint. However, I can't get the centerpoint to be in the middle of the blueprint; it is always off by one, so that rotations break the alignment of the rail lines (and power too). I can of ...
- Tue Sep 24, 2019 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Pollution Induced Natural Disasters
- Replies: 1
- Views: 323
Re: Pollution Induced Natural Disasters
I see the tornadoes/dust devils all the time, but their damage is negligible unless I'm polluting heavily with Nauvis Day cranking up the numbers even more.
- Tue Sep 24, 2019 4:46 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 292
- Views: 37198
Re: Friday Facts #309 - Controversial opinions
I'm surprised it took until page 7 for the idea that inserters should lead their targets instead of chasing them. Teleport-grabbing items off the belt is not the answer for exact timing math and eking out UPS: loaders are. As to alt-view, the only time I don't have it turned on is when I'm alt-tabbi...
- Sat Sep 07, 2019 4:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 94446
Re: [MOD 0.13] Black Market (sell and buy on the market)
Positive = sell, negative = buy (or vice versa) would also make a lot of sense. Wire your storage into a constant -10000 iron ore, and it would buy whenever you run low. 1 and >1, make sense too in terms of keeping the combinators simpler to start with, since you can just throw deciders with +1 as o...
- Wed Aug 07, 2019 5:02 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 9490
Re: Challenge: maximum net energy from a blue belt of coal
Ok, I'm confused now. I was sure that beacons had half their consumption as drain and half as normal consumption. But I loaded up 0.16, and I don't see it there either. It looks like Beacons lost their extra 480kW drain between v0.15 and v0.16, and I've never noticed. That makes it far less useful. ...
- Tue Aug 06, 2019 10:13 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 9490
Re: Challenge: maximum net energy from a blue belt of coal
I imagine it would likely cause trouble with the sandwiching, but what about threading small poles through the system to power the beacons separately? The working energy is claimed first, and drain gets any leftovers, but doesn't hurt if there is none. If you use an accumulator buffer to feed only h...