Search found 31 matches

by Fishy
Mon Feb 03, 2020 4:55 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 12
Views: 1104

Re: Is using other people’s blueprints cheating?

I would say in a sandbox game like Factorio, there is no cheating. No ladder, no competition, ect. There seems to be a bit of competition in speedrunning, but it also seems to be a pretty small community of players, with very few (or none) that are "new" players. If using other's blueprints enriches...
by Fishy
Wed Jan 29, 2020 12:39 am
Forum: General discussion
Topic: What do you call a large group of biters?
Replies: 13
Views: 808

Re: What do you call a large group of biters?

The collective noun for cockroaches is an "intrusion".
I think it fits well.

An intrusion of biters.
by Fishy
Tue Jan 28, 2020 3:25 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 68 Science Per Minute Raw Ore Bus
Replies: 3
Views: 838

Re: 68 Science Per Minute Raw Ore Bus

Thanks for the comment! Yes, you only need raw ores. The inputs are marked on the left side of the bus with combinators. 1 Red belt Coal 1 Red belt Stone 7 Iron Ore 7 Copper Ore 1 line Water (as long as under 200 pipe segments between pumps, which is a pretty long distance. Four stacks of undergroun...
by Fishy
Thu Jan 23, 2020 12:19 am
Forum: Assigned
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 18
Views: 1163

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

For whatever its worth, updating to .18 seems to have unstuck all the stuck colonies in my save.
I fire artillery, bugs group up, then attack as normal as far as I can see. I'm no longer having any issues. (I think)
by Fishy
Tue Jan 21, 2020 9:10 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 35776

Re: Version 0.18.0

My advice is keep your Steam game as is, and DL the standalone version from the website. Make sure to backup your blueprint library (blueprint-storage.dat in the game files) if you plan to switch back to a older version. Not sure if still required, but better safe then sorry, if you care for those....
by Fishy
Tue Jan 21, 2020 8:26 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 35776

Re: Version 0.18.0

Can I easily switch back and forth between versions through steam? I want to check out some of the changes, but also what to continue with a modded save.
by Fishy
Tue Jan 21, 2020 6:10 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 68 Science Per Minute Raw Ore Bus
Replies: 3
Views: 838

68 Science Per Minute Raw Ore Bus

As requested by a steam forum user, here is my "bootstrap" science production. All seven sciences are self contained, just pump in the raw materials! 68 SPM.jpg The blueprint book contains all the components broken down into separate blueprints as well as the whole thing as one unit, like the screen...
by Fishy
Tue Jan 14, 2020 4:33 pm
Forum: Ideas and Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 49
Views: 5080

Re: [0.15.5] No confirmation prompt on deleting a blueprint book

At least a prompt for deleting a blueprint or book from a quickbar shortcut. It is not obvious what will happen from the quickbar.
by Fishy
Thu Jan 09, 2020 9:46 pm
Forum: Assigned
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 18
Views: 1163

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

I've had stuck colonies for tens of hours now, maybe 50-80 hours plus. They don't de-spawn. Those stuck colonies don't even send pollution attacks. They are in the pollution cloud. Some screens: 1. Colony within the pollution cloud with bad attack chunk overlay on (not that I know what that does/mea...
by Fishy
Thu Jan 09, 2020 12:33 am
Forum: Assigned
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 18
Views: 1163

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

Is there any way to reset the "bad-attack-chunks"? This bug seems to be quite contagious indeed! https://steamcommunity.com/sharedfiles/filedetails/?id=1963768594 This is a different map then the previous save I posted. I don't know but, I think the confusion started when I started firing nukes and ...
by Fishy
Tue Dec 03, 2019 6:14 pm
Forum: General discussion
Topic: What would be an OCD approved network for a basic structure of Roboports, large Powerpoles and Radar?
Replies: 2
Views: 896

Re: What would be an OCD approved network for a basic structure of Roboports, large Powerpoles and Radar?

4 Roboports will fit within the span of 6 power poles. 2 Radars will fit within the span of 6 Roboports 0eNqdVu1ugjAUfZf7uxguULC8yrIsoI1pooUUXGYI777CsunwVmj/mFTOPZwPvekA9fkqW6N0D+UA6tDoDsq3ATp10tV5+q6/tRJKUL28AANdXaaTaeqmbUwPIwOlj/ILShzfGUjdq17JH475cPvQ10stjQU8TzNom84ONHp600SSiR1ncIMywh0fR/bEkvyx1Oo...
by Fishy
Wed Nov 27, 2019 2:50 am
Forum: Assigned
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 18
Views: 1163

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

I seem to be having the same problem. The turret outposts on the far east side are attracting biters as they should be, but the northwest turret outpost, the most west, and the most southerly turrets seem to have "tainted" all the biters and nests in those areas. None of the biters or spitters will ...
by Fishy
Sun Nov 10, 2019 1:50 pm
Forum: Spread the Word
Topic: Factorio Gear Pendant?
Replies: 4
Views: 856

Re: Factorio Gear Pendant?

Kinda be like Factorio style Flavor Flav!
by Fishy
Tue Apr 16, 2019 11:08 pm
Forum: General discussion
Topic: Minimal nuclear power for artillery outpost?
Replies: 23
Views: 1705

Re: Minimal nuclear power for artillery outpost?

If you are just trying to avoid power poles getting destroyed, then don't even bother with the laser turrets. If you are bringing in a train anyways, just fill it with raw oil, ammo, and wood (or coal), and use flame throwers with gun turrets fed with burner inserters. Then you only have to power th...
by Fishy
Fri Apr 12, 2019 3:07 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8902

Re: Version 0.17.29

You can set your tooltips to "never" to avoid the blueprint crashes for now.
by Fishy
Fri Apr 12, 2019 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.29] Game crashed while trying to make a blueprint
Replies: 23
Views: 2601

Re: [0.17.29] Game crashed while trying to make a blueprint

Easy reproduction: Open blueprint library. Hover over blueprint book that is in the library. I get the same behavior. It seems to happen when showing the tooltip, since if you have tooltip delay, you can briefly mouse over the blueprint without it crashing. This also happens when a library blueprin...
by Fishy
Fri Apr 12, 2019 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.29] Game crashed while trying to make a blueprint
Replies: 23
Views: 2601

Re: [0.17.29] Game crashed while trying to make a blueprint

Same, just mousing over blueprint book causing crash at any location. (quickbar, inventory, blueprint menu)
by Fishy
Thu Apr 11, 2019 5:21 am
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12542

Re: Self adjusting Kovarex based on demand

And my "final" kovazex. Pros/Cons Features: -On demand production -30 U235/minute at full production -308 U238/minute (minus 70 using kovarex processing) -Just add ore -Set it and forget it. No babysitting, completely automatic self priming and auto start-restart. -Easy introduction of already proce...
by Fishy
Thu Apr 11, 2019 4:42 am
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12542

Re: Self adjusting Kovarex based on demand

@disentius. Wow really nice! I fired 'er up for a test run, and your design performed great. It was really easy to tile on some more primary uranium processing units on the right for quicker production/priming. The only issue i found was, after U235 belts are totally saturated, if you are using ONLY...
by Fishy
Wed Apr 10, 2019 1:57 am
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12542

Re: Self adjusting Kovarex based on demand

Question: The pipes are part of a different build, right? They are, sort of. They actually provide acid for the uranium miners. That (uranium) production row was spliced out of my big end-game military block. I posted a screenshot of part it in this thread (everything is produced from raw material)...

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