Search found 945 matches

by vanatteveldt
Wed Oct 24, 2018 8:38 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 15155

Re: Artillery train nest clearing strategy

Local manufacture of shells might work if you are using fixed artillery emplacements to defend your base. Or you can use trains on a patrol route. But to move out and clear a new area the only approach that makes sense (with the current design and stack sizes) is a central shell manufacturing facil...
by vanatteveldt
Wed Oct 24, 2018 7:48 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 15155

Re: Artillery train nest clearing strategy

DaveMcW wrote:
Fri Oct 19, 2018 5:58 pm
The best way to supply artillery turrets is to manufacture the shells locally.
the production time is a pain though...

is there any benefit of using static turrets? it would be nice if they had e.g. a range advantage..
by vanatteveldt
Tue Oct 23, 2018 10:33 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 53783

Re: Friday Facts #265 - Nomenclature & Steam networking

Name the action a player performs when they add an entity to the world? Name the action a player performs when they remove an entity from the world? Name the action a player performs when they add a ghost entity to the world? Name the action a robot performs when they add an entity to the world? Na...
by vanatteveldt
Wed Oct 17, 2018 3:56 am
Forum: General discussion
Topic: Beaconed Liquefaction - is this right?
Replies: 13
Views: 4966

Re: Beaconed Liquefaction - is this right?

dog80 wrote:
Sun Oct 14, 2018 1:25 am
it looks confusing
not confusing enough :). you can make the design more compact (=fewer beacons) if you squeeze the refineries together without space in between and go creative on the piping
by vanatteveldt
Sat Oct 06, 2018 9:57 am
Forum: Show your Creations
Topic: Coal Liquefaction to Plastic
Replies: 5
Views: 8434

Re: Coal Liquefaction to Plastic

for a similar setup without beacons: viewtopic.php?f=8&t=51253&p=302103&
by vanatteveldt
Sat Oct 06, 2018 12:02 am
Forum: Railway Setups
Topic: Grid station for ethereal trains
Replies: 4
Views: 3883

Re: Grid station for ethereal trains

I agree on the limited number of usecases, but I would guess it could be possible to force signals (edit: by circuit network of course) to green in order to allow trains in. AFAIK, you can only force a signal to be red. We cannot force a green, can we? no :( but it sure looks cool :) (edit: in theo...
by vanatteveldt
Wed Oct 03, 2018 1:57 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51946

Re: Friday Facts #262 - Hello my name is: Compilatron

mexmer wrote:
Wed Oct 03, 2018 6:57 am
simple question, can we launch this in rocket?
we can't escape this planet, but at least we can escape him
by vanatteveldt
Sat Sep 29, 2018 2:25 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51946

Re: Friday Facts #262 - Hello my name is: Compilatron

April 1st already huh?
by vanatteveldt
Thu Sep 27, 2018 12:01 pm
Forum: General discussion
Topic: How do you make your railway go down?
Replies: 9
Views: 2859

Re: How do you make your railway go down?

And have less signals on the top lanes than the bottom [so] trains going long distances switch to the upper lanes (because less signals makes that cheaper).
Cool, I didn't know that. Does that actually work (reliably)? Do you know the penalty for signals?
by vanatteveldt
Sat Jul 28, 2018 4:23 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42108

Re: Challenge: Generic max-speed train unload

I love the designs posted above, but I'm with mrvn's earlier argument here. The goal of the OP was: - To identify the highest performing and reliable designs to unload and feed the smelters that deliver to a base's main bus. - To make such designs available to average players. The designs should be ...
by vanatteveldt
Sat Jul 28, 2018 10:38 am
Forum: Railway Setups
Topic: My approach to rails (junction, single header) [+blueprints]
Replies: 21
Views: 38719

Re: My approach to rails (junction, single header) [+blueprints]

Hi, i would like to use your stations. But there is an error message saying like: ....version error (H...) Any chance to get your stations? Do you maybe have them at https://factorioprints.com ??? Thanks for your interest! The post is 2.5 years and some versions ago, so the blueprints don't working...
by vanatteveldt
Sat Jun 16, 2018 10:03 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 61980

Re: Friday Facts #247 - Pricing and its exploits

Satisfactiory overshadowing Factorio? Gimme a break :) One of Satisfactory's weaknesses I haven't yet seen discussed: Factorio's landscape is serviceable, but no great beauty. It gets the job done by breaking up the background of the world a bit and changing some of the (more implicit) challenges f...
by vanatteveldt
Sun Jun 03, 2018 7:45 pm
Forum: General discussion
Topic: About cliffs
Replies: 29
Views: 12370

Re: About cliffs

It is simply because there is no "height" in Factorio. It is a 100% 2D game and cliffs are just illusions. (Effectively walls.) If the game is 3D (because it uses 3D coordinate system, not 3D graphics) then it is way easier to do, since you can perform calculations in 3D space. did you ac...
by vanatteveldt
Sun Jun 03, 2018 6:43 pm
Forum: General discussion
Topic: About cliffs
Replies: 29
Views: 12370

Re: AoE2

yea it sounds like you WANT to sound like you know what you're talking about, but you really dont. but this would be an EASY change to the game WITHOUT adding map-wide height scores or anything like that. beacons add buffs to things, no reason a cliff cant add to range. or subtract. or whatever. In...
by vanatteveldt
Tue May 29, 2018 6:42 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33125

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

What about this: yellow belts don't need power, but higher level belts do? Pumps: adding a burner pump makes sense, pumps are one of the few entities without any upgrades. And steam engines were initially invented to pump out water :) So, initial play can be burner pump, yellow belts, burner inserte...
by vanatteveldt
Tue May 29, 2018 6:08 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Belt "mega"base (800spm): No bots, no bus, no beacons
Replies: 5
Views: 12561

Re: Belt "mega"base (800spm): No bots, no bus, no beacons

Feel free to request any more details! Hey there, I know this is an old thread but I'm curious - did you have many issues with belt throughput/inserter throughput? Looking at some of your screenshots, I'm surprised you get enough throughput on some of those basic or even fast transport belts with h...
by vanatteveldt
Tue May 29, 2018 5:59 pm
Forum: Show your Creations
Topic: [failure] train defense
Replies: 12
Views: 8412

Re: [failure] train defense

What about maybe having blue belts between the tracks pushing bugs on the track and away from base? :idea: That would be fun (although the main problem I had was the train stopping after hitting a behemoth). I believe that a train with sufficient lenght (and nuclear fuel?) does not slow down after ...
by vanatteveldt
Fri May 18, 2018 9:34 am
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 17918

Re: Whats your current game goal?

A beaconless, botless, 1k sci/min megabase. Planning stage is done, blueprints constructed, now it's just slowly churning through the process of building the thousands upon thousands of factories/smelters/mining set-ups and such to actually make it come to life and see just how low my UPS will go. ...
by vanatteveldt
Mon May 14, 2018 9:22 pm
Forum: Translations
Topic: Esperanto Translation.
Replies: 3
Views: 6241

Re: Esperanto Translation.

doubleplusgood!
by vanatteveldt
Mon Apr 30, 2018 11:38 pm
Forum: Implemented Suggestions
Topic: Undo button
Replies: 8
Views: 7289

Re: Undo button

Well try undoing 5 seconds of play on a server with multiple people. I'm sorry, I just don't see how this can work. As explained above: placing or removing an entity puts it into a limbo/ghost mode, where it blocks everything (belts, inserters, etc) and doesn't go into operation until a couple of s...

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