Search found 459 matches

by Mr. Tact
Mon Apr 08, 2019 3:17 pm
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 6327

Re: Old chem plant setup...fixable?

Yeah, I have to agree the new way of marking pipes with the type of fluid when they are connected to a source or destination isn't a great solution to the problem they were attempting to fix. The part which annoys me is previously an empty pipe looked empty, now you can be "fooled" into th...
by Mr. Tact
Sun Apr 07, 2019 5:12 am
Forum: Gameplay Help
Topic: Lab Science Pack usage rate
Replies: 2
Views: 1041

Re: Lab Science Pack usage rate

Derp. Thanks.
by Mr. Tact
Sun Apr 07, 2019 4:51 am
Forum: Gameplay Help
Topic: Lab Science Pack usage rate
Replies: 2
Views: 1041

Lab Science Pack usage rate

I have 60 labs, with 250% speed increase from efficiency research. Which by my calculations means during a 1 science pack per 60 second research I should use up 150 science packs per minute. Yet I had to up my science pack production to 200 per minute to keep up. What am I overlooking?
by Mr. Tact
Mon Apr 01, 2019 12:23 pm
Forum: Ideas and Suggestions
Topic: Change to a new station
Replies: 1
Views: 519

Change to a new station

A right click on the arrow next to an already entered station name in a train's schedule should allow you to select a different station keeping the existing wait conditions and current order in the schedule.
by Mr. Tact
Sun Mar 31, 2019 8:20 pm
Forum: Gameplay Help
Topic: Logistic robots get stuck in circle around roboports
Replies: 3
Views: 2377

Re: Logistic robots get stuck in circle around roboports

I always thought Vanilla needed separate buildable charging pads similar to what is available in Bob's (at least I think it is Bob's..). But yeah, any heavy bot usage is going to need strategic groups of roboports to provide charging stations.
by Mr. Tact
Wed Mar 27, 2019 12:20 pm
Forum: Releases
Topic: Version 0.17.19
Replies: 22
Views: 13785

Re: Version 0.17.19

While I haven't played with the settings extensively I have to say I'd agree the default settings for a Rail World are far too generous. I started a world like that and have two copper and two iron patches in excess of 10m ore within relatively easy belting distance. I haven't worried too much about...
by Mr. Tact
Sat Mar 23, 2019 2:56 pm
Forum: Gameplay Help
Topic: Worms spawn too close to player built structures
Replies: 13
Views: 4386

Re: Worms spawn too close to player built structures

Really? Weird. I have a 0.16 base which is nearly the size of the full zoom out in map mode. It is entirely surrounded by walls with lasers and that has never happened. I'm not saying it can't happen, but since it hasn't to me in that 1600+ hour game I'd have to say the odds of it happening are pret...
by Mr. Tact
Fri Mar 22, 2019 4:37 am
Forum: Gameplay Help
Topic: Worms spawn too close to player built structures
Replies: 13
Views: 4386

Re: Worms spawn too close to player built structures

Dune wrote:
Fri Mar 22, 2019 2:32 am
It's always been that way. Get artillery defenses up when you can. They keep the biters from settling in close.
Well, always in 0.17. Not in previous versions.
by Mr. Tact
Wed Mar 20, 2019 12:22 am
Forum: Gameplay Help
Topic: Can't build on shallow water 2 error
Replies: 4
Views: 1482

Re: Can't build on shallow water 2 error

Landfill?
by Mr. Tact
Tue Mar 19, 2019 2:04 pm
Forum: Releases
Topic: Version 0.17.15
Replies: 9
Views: 10435

Re: Version 0.17.15

Lubricus wrote:
Tue Mar 19, 2019 1:14 pm
Yeay! the screen tearing is gone. The game is looking sharp.
Wow, I figured that was an issue with my outdated video card. Looks like it might be fixed for me too, fantastic!
by Mr. Tact
Mon Mar 18, 2019 4:26 pm
Forum: Railway Setups
Topic: Simple Artillery Perimiter Defence
Replies: 4
Views: 5867

Re: Simple Artillery Perimiter Defence

Nice idea to use the Artillery train as the cargo wagon for the shells, I had not considered that.
by Mr. Tact
Mon Mar 18, 2019 12:13 am
Forum: Releases
Topic: Version 0.17.14
Replies: 30
Views: 19295

Re: Version 0.17.14

I think most of it is well done. The one part I don't care for is the re-do of the train interface. With the wait conditions and the stations being combined into a single window it makes the list of stops harder to read and takes up way more space. I'd like to see a return to wait conditions being s...
by Mr. Tact
Sun Mar 17, 2019 2:06 pm
Forum: Gameplay Help
Topic: Upgrade planner modules
Replies: 7
Views: 3310

Re: Upgrade planner modules

ColonelSandersLite wrote:
Sun Mar 17, 2019 6:47 am
Mr. Tact wrote:
Sat Mar 16, 2019 6:33 pm
Yes, use this mod: https://mods.factorio.com/mod/ModuleInserter
That mod not integrate into the upgrade planner, making the answer - no.
The mod also does not actually work, making the answer - no.
Works fine for me. *shrug*
by Mr. Tact
Sat Mar 16, 2019 6:33 pm
Forum: Gameplay Help
Topic: Upgrade planner modules
Replies: 7
Views: 3310

Re: Upgrade planner modules

by Mr. Tact
Wed Mar 13, 2019 2:45 pm
Forum: Technical Help
Topic: Autoupdater does not find new updates.
Replies: 7
Views: 1786

Re: Autoupdater does not find new updates.

Derp. That was it, thanks.
by Mr. Tact
Tue Mar 12, 2019 5:49 pm
Forum: Technical Help
Topic: Autoupdater does not find new updates.
Replies: 7
Views: 1786

Re: Autoupdater does not find new updates.

I am confused. About which thing I am not sure. I thought if you used a zip copy of the game you could use the automatic update -- BUT, in the early versions of 0.17 this feature was broken. And I was under the impression the feature got fixed in 0.17.8. But I am currently using 0.17.9 and checking ...
by Mr. Tact
Tue Mar 12, 2019 2:21 pm
Forum: Gameplay Help
Topic: Belts for 1.000 science per minute
Replies: 8
Views: 3891

Re: Belts for 1.000 science per minute

Just another idea comes into my mind: Why not feed new materials to the main bus from the side if it dries out? Perhaps with trains. That way I can use the existing belts fully the whole way down and don't need to have belts available that are empty half the way. What do you think? Have some of you...
by Mr. Tact
Tue Mar 12, 2019 1:20 pm
Forum: Gameplay Help
Topic: 0.17 Defense Against Big Worms?
Replies: 12
Views: 4221

Re: 0.17 Defense Against Big Worms?

....If it outranges everything short of artillery, I don't think anything short of manual intervention or artillery will work. So keep yer pollution down, and/or start getting artillery. That and go on frequent biter burns. Since artillery is a solution, I find it difficult to be totally against th...
by Mr. Tact
Tue Mar 12, 2019 1:06 pm
Forum: Gameplay Help
Topic: 0.17 Defense Against Big Worms?
Replies: 12
Views: 4221

Re: 0.17 Defense Against Big Worms?

Wow. Haven't played a 0.17 game with biter expansion yet. That does sound rather annoying. Not sure if I like the idea or not... on the one hand I've always considered biters a little silly since after the mid-game handling them is pretty easy. On the other hand, I'm not sure I want to have to deal ...
by Mr. Tact
Mon Mar 11, 2019 6:05 pm
Forum: Gameplay Help
Topic: Adding stations to a train schedule...
Replies: 4
Views: 2542

Re: Adding stations to a train schedule...

Derp. Thanks.

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