Search found 999 matches
- Thu Mar 14, 2019 12:22 pm
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 8391
Re: Research going too fast/easy while I do other things?
As it is, it feels like the research system hasn't been given enough design attention. I think the way it works functionally could do with an overhaul. They've redone the science at least twice. And 0.17 also saw some of the dependencies changed. But that can't fundamentally change that a lot of th...
- Thu Mar 14, 2019 10:40 am
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5064
Re: Two belts into a Furnace
And after a while you can research long handed inserters so you can take items from a second belt. But why do that for regular smelting? Sure, there are plenty of instances where you need that, but with smelting only for some steel smelting setups. For iron, copper and stone you can save tons of in...
- Thu Mar 14, 2019 10:28 am
- Forum: Gameplay Help
- Topic: General tips for my playthrough
- Replies: 19
- Views: 8377
Re: General tips for my playthrough
You still have a long time to go until behemoths. Get batteries going so you can produce laser turrets. Two things I like to do about biters if expansion is on: First, turn down the evolution time a bit since I'm slow. The rail world preset already does that. Second, increase the minimum expansion t...
- Thu Mar 14, 2019 10:23 am
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5064
Re: Two belts into a Furnace
For the start, it's cheaper to use inserters to feed coal _to_ the belts. To start with you can simply use side loading directly from belts instead of splitters. You don't need a whole 48 furnaces anyways. So what I like to do is put 12-16 furnaces making iron on one side. And 6-8 copper on the oth...
- Wed Mar 13, 2019 6:56 pm
- Forum: Gameplay Help
- Topic: Two belts into a Furnace
- Replies: 11
- Views: 5064
Re: Two belts into a Furnace
Easily done with splitters and side loading Smelting.jpg One yellow belt of iron or copper ore can feed 48 stone furnaces (2 rows of 24 on each side). One red belt can feed 48 steel furnaces, since they smelt twice as fast. Stone bricks need two stone per craft, so it gets two stone belts instead of...
- Wed Mar 13, 2019 4:34 pm
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 8391
Re: Research going too fast/easy while I do other things?
It's always been that way. There is research that you need to do to unlock important items early on, but eventually you research a lot faster than you can implement stuff. Higher level research is a resource sink though, so if you don't have much ore for example it can make sense to hold off in stuf...
- Tue Mar 12, 2019 11:31 am
- Forum: Gameplay Help
- Topic: Logistics
- Replies: 3
- Views: 750
Re: Logistics
Keep in mind that robots solve the throughput issue with belts. But they aren't meant for long distance travel. Very low volume you can fly around a long way. But for mass production you need to have the roboports next to the assemblers. Which means your materials still need to get there. So if it's...
- Mon Mar 11, 2019 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Wagon management
- Replies: 5
- Views: 1559
Re: Wagon management
In real life that's done because locomotives are expensive, but wagons are cheap. So you'd rather move the locomotive around instead of having one on every parked train. It would be nice to watch, but that cost rationale doesn't exist in Factorio.
- Mon Mar 11, 2019 11:49 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Space Optimized Green Circuit Design
- Replies: 23
- Views: 38912
Re: Space Optimized Green Circuit Design
The productivity moduled ratio is about 16:15 So with 1:1 every now and then the circuit assembler will be missing a bit of wire. But that's ok as it greatly simplifies the design And that's before you bring speed beacons into it. Here the copper assemblers probably run a bit faster and make up that...
- Sun Mar 10, 2019 3:54 pm
- Forum: Not a bug
- Topic: [0.17.9] Upgrade Planner is sparse with visual cues
- Replies: 6
- Views: 1555
Re: [0.17.9] Upgrade Planner is sparse with visual cues
Is it planned that we can save different configurations with one planner tool like in the mod?
- Sun Mar 10, 2019 3:53 pm
- Forum: Not a bug
- Topic: [0.17.9] Inserters not working properly
- Replies: 6
- Views: 2360
Re: [0.17.9] Inserters not working properly
Of course one belt assembler is not enough to run two other assemblers at full speed, but usually both get some part of the production
- Sun Mar 10, 2019 12:31 pm
- Forum: Gameplay Help
- Topic: [0.17.1] Out of oil on island map
- Replies: 7
- Views: 3835
Re: [0.17.1] Out of oil on island map
Put speed modules into the pumpjack. You can further increase its speed with beacons
- Fri Mar 08, 2019 10:53 pm
- Forum: General discussion
- Topic: Private trains?
- Replies: 13
- Views: 3880
Re: Private trains?
There is a nice mod just for this:
https://mods.factorio.com/mod/Shuttle_Train_Continued
You can turn a train into a shuttle through an item in the added vehicle grid. Then when you enter it brings up a list of stations you can go to. The list can be filtered so it only shows you shuttle stations
https://mods.factorio.com/mod/Shuttle_Train_Continued
You can turn a train into a shuttle through an item in the added vehicle grid. Then when you enter it brings up a list of stations you can go to. The list can be filtered so it only shows you shuttle stations
- Fri Mar 08, 2019 5:33 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5297
Re: Deconstruction Planner
You can use the generic deconstruction planner from the new shortcut menu to the right of the tool belt. A deconstruction planner in the inventory is different however, since you can filter items with it
- Fri Mar 08, 2019 5:24 pm
- Forum: Gameplay Help
- Topic: General tips for my playthrough
- Replies: 19
- Views: 8377
Re: General tips for my playthrough
You can turn on biters, but turn off expansion. That way you just have to clear them out your pollution cloud, but you don't need huge defensive walls
- Fri Mar 08, 2019 2:01 am
- Forum: General discussion
- Topic: Was 0.17.7 biters nerfed already?
- Replies: 21
- Views: 7551
Re: Was 0.17.7 biters nerfed already?
The difficulty in freeplay hasn't changed really. For someone used to Rampant probably not, but there were some changes. For example pollution not stopping at the first row of spawners anymore as they don't absorb an infinite amount now. Default base density is also higher, but probably just back w...
- Fri Mar 08, 2019 12:35 am
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 11850
Re: Turbines not working. Why?
One offshore pump produces 1200 water/s and a turbine consumes 60 steam/s. So 1 pump, 12 heat exchangers and 20 turbines work very well. For large scale plants with a long double row of reactors you can place these in a single row One heat exchanger consumes 10MW. That tells you the reactor : exchan...
- Thu Mar 07, 2019 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Let blueprints, deconstruction tools, etc. be stored directly in the quickbar
- Replies: 3
- Views: 1067
Re: Let blueprints, deconstruction tools, etc. be stored directly in the quickbar
You can link blueprints directly from your blueprint library to the quickbar. They even have a different color than the ones from the inventory
- Thu Mar 07, 2019 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Sulfur concrete
- Replies: 6
- Views: 2645
- Thu Mar 07, 2019 12:58 am
- Forum: Gameplay Help
- Topic: Bot suicide in no-mans land
- Replies: 4
- Views: 1337
Re: Bot suicide in no-mans land
For wall repair you should have isolated bot networks supplied by train. And not have bots from your main network do the job