Search found 34 matches

by Tiggy
Fri Feb 21, 2025 10:29 am
Forum: Gameplay Help
Topic: Can't leave caches for local network to repair defences unless I remove all logistics drones
Replies: 2
Views: 255

Can't leave caches for local network to repair defences unless I remove all logistics drones

Hello. I am currently working to cut sub-bases from my main drone network (due to it slowing my computer). As such I need a way to stockpile resources for these bases to use to replace missing turrets.

This, unfortunately, seems to be impossible currently because the moment I get within range the ...
by Tiggy
Thu Feb 20, 2025 2:48 pm
Forum: Technical Help
Topic: Massive lag because Factorio can't take advantage of PC Power
Replies: 5
Views: 724

Re: Massive lag because Factorio can't take advantage of PC Power

Ah. Okay. I guess I'm gonna have to cut down my drone usage. Maybe nuke a bunch of enemy bases.
by Tiggy
Thu Feb 20, 2025 2:40 pm
Forum: Technical Help
Topic: Massive lag because Factorio can't take advantage of PC Power
Replies: 5
Views: 724

Re: Massive lag because Factorio can't take advantage of PC Power

Sure thing. Graphics card is kinda old, but I don't think that's the issue. My computer doesn't even ramp the fans when playing, and this is the second PC I've had Factorio on. Pretty sure I should not be seeing slowdown with only 4-5% processor usage.

I kinda undersold how many copies of Factorio ...
by Tiggy
Thu Feb 20, 2025 11:33 am
Forum: Technical Help
Topic: Massive lag because Factorio can't take advantage of PC Power
Replies: 5
Views: 724

Massive lag because Factorio can't take advantage of PC Power

While my computer could theoretically run four or five copies of Factorio at once, Factorio itself can't access enough of my PC processing power to run smoothly during the late game. In short: there always comes a point where I have created too many entities for the game to cope with using its ...
by Tiggy
Thu Feb 20, 2025 10:50 am
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 7
Views: 713

Re: [Idea] No-flight/No-build zone marking for bots

That's just not feasible because 1) they literally wander the heck off, way into the wilderness, with no warning or reason. 2) I literally cannot fight some of these enemy camps. 3) The bases don't know what they need, can't request it from the train network, and it makes zero sense to set up an ...
by Tiggy
Wed Feb 19, 2025 1:17 pm
Forum: Gameplay Help
Topic: Personal roboport not working
Replies: 5
Views: 621

Re: Personal roboport not working

Loewchen wrote: Fri Feb 14, 2025 5:50 pmThere is not.
Then why is there a button on the bar AND one in the inventory? Both of which are separately toggleable?
by Tiggy
Wed Feb 19, 2025 12:09 pm
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 7
Views: 713

Re: [Idea] No-flight/No-build zone marking for bots

I've got trains. I've got loads. Trains are the problem because I use bots to service the defences on their mini bases. Which are all convex squares. I can contain the bots to the bases, but that means they aren't self sufficient.

The whole point of linking their networks was so that they could ...
by Tiggy
Tue Feb 18, 2025 1:37 pm
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 7
Views: 713

Re: [Idea] No-flight/No-build zone marking for bots

What do I even do? They're too tough for me to beat quickly, but I have another base on the other side of that. They cross over, and it's a slaughter.
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02-18-2025, 13-37-00.png (4.32 MiB) Viewed 445 times
by Tiggy
Tue Feb 18, 2025 1:35 pm
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 7
Views: 713

Re: [Idea] No-flight/No-build zone marking for bots

A hundred of my bots just flew over a massive enemy base and got wrecked. Just a stream of them. I had no way to stop them at all, and I hate that.
by Tiggy
Fri Feb 14, 2025 5:23 pm
Forum: Gameplay Help
Topic: Personal roboport not working
Replies: 5
Views: 621

Re: Personal roboport not working

Wait, there's TWO ways to disable it?

I don't remember clicking that.....

Thanks!
by Tiggy
Fri Feb 14, 2025 3:03 pm
Forum: Gameplay Help
Topic: Personal roboport not working
Replies: 5
Views: 621

Personal roboport not working

Hello! About twenty minutes after I got my personal roboport my personal construction drones stopped working. I've used them before, so was confused.

I have a fully functional robot logistics system in my base. I have a personal roboport. Full charge. Twenty construction bots. Plenty of repair ...
by Tiggy
Wed Feb 12, 2025 9:10 pm
Forum: Pending
Topic: Space Station buildings not showing up in storage.
Replies: 3
Views: 203

Re: Space Station buildings not showing up in storage.


Or do you mean the launched items are sent up to the platform but when the cargo pod arrives the items don't appear in space platform hub's inventory??

This, yeah. First time I launched it after I got it, I put some stuff in it and went along. The stuff vanished, as far as I can see. I don't ...
by Tiggy
Wed Feb 12, 2025 7:02 pm
Forum: Pending
Topic: Space Station buildings not showing up in storage.
Replies: 3
Views: 203

Space Station buildings not showing up in storage.

Sometimes things I send to the space station just don't show up in the rocket. But no indication it was destroyed or anything.

Second, once certain buildings (but not others?) are on there, trying to send them back to storage deletes them totally. Contents included. Many very expensive buildings ...
by Tiggy
Tue Dec 24, 2019 11:20 am
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

Sounds like it would need a little rework to have proper dynamic damage types.... But I think that's something that would have to happen at some point anyway.
by Tiggy
Mon Dec 23, 2019 12:18 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

I really do like the idea of some damage types being more effective on some units. It's possible the units could even adapt to your most common damage type over time. Thicker armour for standard bullets, flame resistance tor turrets - but only one type of resistance per unit so they don't turn ...
by Tiggy
Mon Dec 09, 2019 5:58 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

I understand - but with repair bots launched from your armour, the tank is basically immortal.
by Tiggy
Tue Nov 19, 2019 7:35 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

Oh neat. Thanks. :3 Hope it's integrated soon!
by Tiggy
Sat Nov 16, 2019 9:15 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

True! And you can set triggers that mean a more aggressive player activates a more aggressive response.
by Tiggy
Thu Nov 07, 2019 6:04 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Re: Better scaling of enemies + alien tactics

Thank you. I agree with your points too. Alien bases should never be a one-hit-kill with personal weapons. I think the tank shot is roughly what it should be - when you get it - but the piercing ammo just mows down entire armies. It gets pretty silly.
by Tiggy
Sun Nov 03, 2019 8:14 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 6295

Better scaling of enemies + alien tactics

TL;DR
Alien battle tactics need a serious overall. After a very early point in any game, it's easy to forget the aliens are even there because they don't scale and a few walls and basic turrets can end them. You don't even need rockets or piercing ammo. Here's an example. This was so easy to set ...

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