Search found 459 matches
- Wed Nov 02, 2016 11:17 am
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 9683
Re: Personal batteries' output power
How can this be true? With 100MJ capacity and 1GW power, it would make full MK2 battery depleted in 0.1 second when there is demand for power. Unless htere are limits on power input for armor components? Leaving alone that it would make batteries power-wise much more powerful over fusion reactors ...
- Mon Oct 31, 2016 2:21 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 9683
Personal batteries' output power
I couldn't find it anywhere. What is power of MK2 batteries? Not their CAPACITY, but OUTPUT POWER as fusion reactors have?
- Wed Oct 26, 2016 1:17 pm
- Forum: Gameplay Help
- Topic: How to solve main belt running into water?
- Replies: 10
- Views: 6478
Re: How to solve main belt running into water?
Landfill just a bit to use underground belts through the water.
- Fri Oct 21, 2016 1:58 pm
- Forum: Gameplay Help
- Topic: Achievements in experimental releases
- Replies: 1
- Views: 1270
Achievements in experimental releases
I started new map (which i quite like) but then I realised they've disabled achievements for experimental builds when 0.13 was close to be released and that my game is still set to be an experimental version. Are achievements still disabled in them? Don't want to go through this map only to realise ...
- Sat Oct 15, 2016 6:54 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 176024
Re: Friday Facts #160 - Playtesting
I feel there is too many different inserters. I'd rather have just a single inserter and ability to set it into different operation modes that you unlock through research. Maybe something similar with belts. You'd get just one basic belt color, but then you can upgrade its speed through research ...
- Sun Oct 09, 2016 5:53 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 150584
Re: Friday Facts #159 - Research revolution
Random feedback from me about science packs:
-I don't like idea of using entire buildings to produce a science pack (pumpjack, assembling machine, electric furnaces)
-It also feels awkward to use such a basic item as copper wire for highest science pack
-I like using engine units for that ...
-I don't like idea of using entire buildings to produce a science pack (pumpjack, assembling machine, electric furnaces)
-It also feels awkward to use such a basic item as copper wire for highest science pack
-I like using engine units for that ...
- Tue Aug 09, 2016 5:07 am
- Forum: Gameplay Help
- Topic: Burner inserter not working
- Replies: 4
- Views: 2630
Re: Burner inserter not working
That makes sense, thanks!
- Mon Aug 08, 2016 6:28 pm
- Forum: Gameplay Help
- Topic: Burner inserter not working
- Replies: 4
- Views: 2630
Re: Burner inserter not working
This might be true, I didn't have thie problem before upgrading belts, but after downgrading them back to yellow belts, they still kept on not working.
- Mon Aug 08, 2016 11:52 am
- Forum: Gameplay Help
- Topic: Burner inserter not working
- Replies: 4
- Views: 2630
Burner inserter not working
I got situation like this:
http://imgur.com/a/Wd83G
I have power crisis, yet some burner inserters won't take anything from the belt to fuel themselves and thus can't fuel furnaces. It's standard 10/14/1 setup for each line, so no water shortage or anything, it worked fine for majority of this game ...
http://imgur.com/a/Wd83G
I have power crisis, yet some burner inserters won't take anything from the belt to fuel themselves and thus can't fuel furnaces. It's standard 10/14/1 setup for each line, so no water shortage or anything, it worked fine for majority of this game ...
- Sat Aug 06, 2016 8:59 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 47956
Re: Friday Facts #150 - New Terrain Experiments
After playing almost 500 hours, I must say that terrain changes seem to be the only thing still making me interested in this game (aside from heavily modded scenarios). Infinite map was one of the first things that made me so impressed, manufacturing part is something I've enountered more or less ...
- Sat Jul 30, 2016 7:42 pm
- Forum: Technical Help
- Topic: strange delays
- Replies: 0
- Views: 891
strange delays
For past few days I'm having weird issues with Factorio (and only it). Sometimes when I press any key or mouse button it doesn't work immediately - it may take even few seconds for game to realise I did something. There are no lags, just these input delays, like playing on server with high ping (but ...
- Thu Jul 21, 2016 9:09 pm
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 5370
Re: Get rid of different speed belts
If you went 'the opposite way', you would end up exactly like what you mentioned - mods doing everything automatically.
- Thu Jul 21, 2016 9:04 pm
- Forum: General discussion
- Topic: Copper-plate lane in main bus layout
- Replies: 18
- Views: 11558
Copper-plate lane in main bus layout
I'm preparing to build my first serious main-bus-style factory, but after few small attempts I've noticed one thing - it seems you actually need very little copper-plates themselves, what you really need is circuits. Relatively few products (other than circuits) need copper plates. Which is kinda ...
- Thu Jul 21, 2016 8:42 pm
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 5370
Get rid of different speed belts
Why not make a single type belt and make its speed increase autamatically when you researching their speed increase? See how inserters and bots are always the same, you just research their greater speed and/or capacity. Just streamline all of it - make EVERYTHING have just a single basic build-item ...
- Sat Jul 16, 2016 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Why can't we plant trees?
- Replies: 5
- Views: 4396
Why can't we plant trees?
We send rocket to the space, but can't plant some trees. This is weird.
- Sun Jul 10, 2016 5:59 am
- Forum: Combinator Creations
- Topic: Smart Belt Balancer
- Replies: 9
- Views: 13327
Re: Smart Belt Balancer
I understand that it turns belt off in order to balance things? If so, balancing will come at cost of lesser total throughtput of belts due to them being periodically off?
- Fri Apr 29, 2016 3:42 pm
- Forum: Gameplay Help
- Topic: Campaign 3 - New hope
- Replies: 3
- Views: 2686
Re: Campaign 3 - New hope
Tried to do it slowly without a car as in movie, first base was indeed much easier and eating fishes helped a lot, but at the second I only managed to kill first few nests and then still get swarmed the moment I get into a range of shooting anything. On movies people seem to get barely few small ...
- Fri Apr 29, 2016 2:20 am
- Forum: Gameplay Help
- Topic: Campaign 3 - New hope
- Replies: 3
- Views: 2686
Campaign 3 - New hope
I've read the FAQ about this and still got the same problem as a lot of people - it seems too hard. I don't want to go through this with any "cheaty" way, so it would be cool if someone could answer me few questions how to go through it without using console commands, turret creep or rushing to grab ...
- Fri Apr 01, 2016 4:00 pm
- Forum: Gameplay Help
- Topic: DEgenerating map
- Replies: 1
- Views: 1269
DEgenerating map
Is it possible to DEgenerate part of the map somehow? To make parts of it act exactly as never discovered and therefore never included in autosaves and so on? And if it was possible, will that part of map generate the same way if discovered later?
I accidentaly put wrong numbers in console scan ...
I accidentaly put wrong numbers in console scan ...