Search found 835 matches
- Mon Sep 30, 2024 4:55 pm
- Forum: Gameplay Help
- Topic: Train loader and unloader with fast inserters
- Replies: 2
- Views: 233
Re: Train loader and unloader with fast inserters
Train loading and unloading stations are a very common and often discussed build. It's one of the things everybody will have to build. I recommend you improve your web search skills. For example, by pasting the subject of your thread into Google and adding the keyword "factorio" to the sea...
- Sat Sep 28, 2024 1:20 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 310
- Views: 36011
Re: Friday Facts #430 - Drowning in Fluids
Just a minor point of clarification so I can visualize it better: How would that 250x250 area be aligned (I'm assuming it's rectangular and not circular)? The words from the FFF: "Pipelines are constrained to a 250x250 tile area, and exceeding this limit will cause all flow through the pipelin...
- Sat Sep 28, 2024 12:06 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 310
- Views: 36011
Re: Friday Facts #430 - Drowning in Fluids
Having read FFF #416 Fluids 2.0 again and this FFF, I'm wondering what items exactly will be included in the fluid segment abstraction? According to FFF #416, just 'Pipes, underground pipes, and storage tanks are merged into fluid "segments".' However, there are items such as boilers, heat...
- Fri Sep 27, 2024 10:39 pm
- Forum: General discussion
- Topic: Early game annoyances
- Replies: 12
- Views: 1165
Re: Early game annoyances
I know the topic of this thread is a bit late to be relevant for the 2.0 update, however it didn't came up for me until now. So it's either now or never. It's all totally subjective, totally my own perspective, and some things can be changed with mods. May be other players have additional things the...
- Fri Sep 27, 2024 12:41 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 310
- Views: 36011
Re: Friday Facts #430 - Drowning in Fluids
A good change. It addresses the worst oddities of the originally announced mechanic and turns it back into a more natural and real feeling system again. Especially the infinitely log pipe was something I welcomed first as interesting new possibility to bring in crude oil instead of fluid wagons, but...
- Thu Sep 26, 2024 9:27 pm
- Forum: General discussion
- Topic: Early game annoyances
- Replies: 12
- Views: 1165
Early game annoyances
In preparation for 2.0, I started a fresh new 1.1 vanilla map, and I'd like to mention what I still find annoying and not fun while leveling through the first 3 technologies: manually clearing wood [I remember it was a chore, but not that it was SO tedious. How about a chainsaw with a 3-4 tile radiu...
- Thu Sep 26, 2024 4:47 pm
- Forum: Gameplay Help
- Topic: Small Question
- Replies: 1
- Views: 210
Re: Small Question
This overlapping is random. Usually, it only happens sometimes in the start area but not with the "real" resource patches out in the field. If you want to start without overlapping, enter the preview during map creation, so you see if you got overlapped resource patches, then click the &qu...
- Tue Sep 24, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 28544
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
[Moderated by Koub : response to a now moderated content]
- Mon Sep 23, 2024 11:51 pm
- Forum: Gameplay Help
- Topic: Train order when waiting for destination space
- Replies: 4
- Views: 349
Re: Train order when waiting for destination space
As far as I understand the wiki information as well as observation of the game, trains are choosing their destination, not stations are choosing their trains. It is documented, that whenever a train is choosing a destination, all destinations with the same station name are eligible, and the nearest ...
- Sun Sep 22, 2024 12:06 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 28544
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
2. There's a very significant difference between automation and laziness. Factorio is not simply about automation. The depth in Factorio comes from deciding what and when to automate. There is a lot more to the game than "figure out how to make the factory go brr", you need to manage reso...
- Sat Sep 21, 2024 8:29 pm
- Forum: Gameplay Help
- Topic: Marathon: Large distances to ore - empty furnaces
- Replies: 8
- Views: 633
Re: Marathon: Large distances to ore - empty furnaces
If you're unable to fill your smelters, you need more ore. To get more ore, you need more trains and probably more mining outposts. If you're unable to get more trains, because more trains will result in train congestion, you need longer trains to get more throughput with the same amount of trains. ...
- Sat Sep 21, 2024 7:56 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 147
- Views: 24048
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
AFAIK, the game is already done, and they are just testing everything, and probably tuning somethings... or at least that what they said in a FFF whose number I can't remember Small adjustments in values can make a huge difference in gameplay, so the finetuning in the last days before release can h...
- Sat Sep 21, 2024 7:38 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 14755
Re: Friday Facts #428 - Reactor & Logistics circuit control
Yes and no, I plan to have a timer not just limited to preventing an extra fuel cell from being inserted. I plan to have an infinite scalable 2xN nuclear reactor layout. It's an interesting new challenge with the more direct sensors of temperature and fuel content. Reading fuel is directly replacin...
- Sat Sep 21, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 147
- Views: 24048
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
I'm sorry to get somewhat salty, but I don't want to have real fights in Factorio.[...] I don't think you will necessarily have to boss fight, imo, that is similar to the game terraria, where you can do the boss fight "the intended way", or you can set up automated kill zone with traps an...
- Fri Sep 20, 2024 4:01 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 147
- Views: 24048
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
I'm sorry to get somewhat salty, but I don't want to have real fights in Factorio. I didn't buy Factorio because of the fights. And now even a planet full of bosses. I hate boss fights, everywhere, in all games. I abandon games that contain them. An enemy with big texture and 10x more health that ta...
- Wed Sep 18, 2024 9:17 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 28544
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Tesla guns ! It seems I forgot about the portable tesla variant. When I revisit the fff, I remember that "It may not do as much damage as some of the other weapons...", in combination with it requiring manual firing, made me not consider it as top priority for further investigation. It do...
- Tue Sep 17, 2024 7:15 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 28544
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
The nerf is a good thing, it will allow you to stop using the lazy PLD and try the new weapons imo. What new weapons? I speak about portable weapons, not the new turrets, because the nerf isn't relevant for stationary weapons. I'm all in favor for damage over defense, because it's damage that kills...
- Tue Sep 17, 2024 1:45 pm
- Forum: Modding help
- Topic: Detecting that a side loading belt has stopped moving
- Replies: 2
- Views: 157
Re: Detecting that a side loading belt has stopped moving
[Edit: ugh, sorry, I overlooked you're looking for modding, not for constructing. Sorry. But may be you get an idea to indirectly find the information you seek. As far as I remember, the devs said it's not possible to build the detection you seek into the game itself, because the belt system simply ...
- Tue Sep 17, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 28544
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I'm doing exactly this to expand the territory: build a self made artillery outpost blueprint, wait until the artillery shot down everything in range, then move the outpost. It's some balance between automation, convenience and custom (not automated) task. Something it's even thrilling, if the train...
- Tue Sep 17, 2024 11:47 am
- Forum: Technical Help
- Topic: How big is the Steam performance hit?
- Replies: 2
- Views: 350
Re: How big is the Steam performance hit?
The CPU overhead of the ingame steam overlay, while it isn't showing? I would say zero. Nothing. Additionally, modern CPUs have more CPU cores Factorio is able to use, so if the overlay wakes up to check if it has nothing to do, this would take place on some core that hasn't anything to do anyway. T...