Search found 945 matches
- 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...
- Wed Oct 24, 2018 7:48 am
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 15155
- 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...
- Wed Oct 17, 2018 3:56 am
- Forum: General discussion
- Topic: Beaconed Liquefaction - is this right?
- Replies: 13
- Views: 4966
- 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&
- 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...
- Wed Oct 03, 2018 1:57 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51946
- 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?
- 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?
Cool, I didn't know that. Does that actually work (reliably)? Do you know the penalty for signals?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).
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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. ...
- Mon May 14, 2018 9:22 pm
- Forum: Translations
- Topic: Esperanto Translation.
- Replies: 3
- Views: 6241
Re: Esperanto Translation.
doubleplusgood!
- 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...