Search found 255 matches

by ChurchOrganist
Mon Aug 29, 2016 2:43 pm
Forum: General discussion
Topic: Is blue belt worth the cost in resources?
Replies: 19
Views: 14483

Re: Is blue belt worth the cost in resources?

You should tell more about your game if you want more detailed answer. Well I'm just starting to get a bit more ambitious with my factories. On my last map I used the RSO mod to produce a train friendly spacing of resources with hIgh water frequency set to very big, which produced an interesting ma...
by ChurchOrganist
Mon Aug 29, 2016 8:07 am
Forum: General discussion
Topic: Is blue belt worth the cost in resources?
Replies: 19
Views: 14483

Is blue belt worth the cost in resources?

As we all know, blue belt is exorbitantly expensive in terms of resources. For this reason, I have so far avoided using it in my factories, and as I generally move from belt transport systems to bot transport systems in the main base, so far I haven't missed it. Having just started to look at other ...
by ChurchOrganist
Sat Aug 27, 2016 11:53 pm
Forum: Maps and Scenarios
Topic: New Map String 14.0
Replies: 1
Views: 2685

Re: New Map String 14.0

Bit too easy for my taste :)

Suppose it might be good for beginning a speed run :)
by ChurchOrganist
Fri Aug 26, 2016 11:56 am
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61273

Re: Version 0.14.0

Awesome stuff!
by ChurchOrganist
Fri Aug 26, 2016 7:44 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 302440

You know you're playing too much Factorio when.....

You find yourself looking for a new FFF on a Thursday night!
by ChurchOrganist
Tue Aug 16, 2016 4:13 pm
Forum: Gameplay Help
Topic: Oil Issues
Replies: 12
Views: 5544

Re: Oil Issues

A common occurrence with refineries is an imbalance in consumption of the three products. I find keeping the the production/consumption of these one of the big headaches, particularly in the mid game, particularly if oil is in short supply, as it means you cannot use the production and burning of s...
by ChurchOrganist
Sun Aug 14, 2016 12:08 pm
Forum: General discussion
Topic: Second playthrough of the game?
Replies: 8
Views: 3363

Re: Second playthrough of the game?

I have no hesitation in recommending the RSO mod which makes trains far more relevant as you have to travel longer distances to find resources, sometimes having to fight the natives to possess them. If you also use the Big Brother mod, then you will have radar which you can upgrade to deal with the ...
by ChurchOrganist
Mon Aug 08, 2016 8:35 am
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 9346

Re: Train unload poll

What I also want to say is, that I don't understand this kind of grimm. Belt transport vs. Bots. Bots vs. Trains. Trains vs. Belts. The poll was never intended to be a Bots v Belts or anything else war. As I already said further up I use both - belts for loading trains and bots for unloading trains...
by ChurchOrganist
Sun Aug 07, 2016 12:50 pm
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 9346

Re: Train unload poll

Of course you need to control production then somehow, cause you cannot use locked-buffer-production for this. Yes indeed! I've just got my first train going in my new RSO map that I'm playing which delivers iron ore to the main base. I found some oil patches near the ore outpost so spent some time...
by ChurchOrganist
Sat Aug 06, 2016 9:25 am
Forum: Gameplay Help
Topic: Big Worms
Replies: 18
Views: 6721

Re: Big Worms

Right now the flamethrower is much much cheaper although that's arguably because its damage mechanism is completely broken (in the sense that it's totally exploitable). I've not really explored the possibilities of the flamethrower yet. In my first 0.13 map which I played vanilla, oil was in very s...
by ChurchOrganist
Fri Aug 05, 2016 6:16 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 36234

Re: Friday Facts #150 - New Terrain Experiments

Really looking forward to the 0.14/0.15 roadmap.

The new biomes look good, but I think it would be a great idea to be able to specify the dominant biome during map creation, so that you can have worlds that are mainly desert, mainly grassland, or mainly tundra etc
by ChurchOrganist
Fri Aug 05, 2016 8:17 am
Forum: Gameplay Help
Topic: Big Worms
Replies: 18
Views: 6721

Re: Big Worms

Personally I advocate destroyer bots coupled with Power Armour 2 but you need a follower count of at least 50 to take on more than one at a time. Poison capsules are also good as has been mentioned before. If there is a really big concentration of them then I tend to go for laser turret creep, as it...
by ChurchOrganist
Thu Aug 04, 2016 10:55 am
Forum: Gameplay Help
Topic: Make trains go certain paths
Replies: 4
Views: 5444

Re: Make trains go certain paths

Maybe an OpenTTD trick may work here?

You add a station to the route you want to the train to take and schedule a stop there for 0 seconds.

This forces the train concerned to take that particular route.
by ChurchOrganist
Wed Aug 03, 2016 5:41 pm
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 39102

Re: Fluid Processing Poll for input sides

One of the reasons I use the Fluid Barrel mod....

IMO Fluid handling is due for a major overhaul.

I'm hoping the devs will do something in 0.14
by ChurchOrganist
Mon Aug 01, 2016 8:59 pm
Forum: Mods
Topic: [MOD 0.13+] Reinforced Walls
Replies: 6
Views: 3873

Re: [MOD 0.13] Reinforced Walls

Bugfix release 0.2.3 is now up on the mod portal.

This fixes a bounding box bug which prevented the placement of a double thickness wall vertically.
by ChurchOrganist
Mon Aug 01, 2016 10:22 am
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 9346

Re: Train unload poll

Bot based train stations are superior in almost every way except cost. It's less of an advantage on the loading end, since you don't often need extreme throughput (exception: huge ore deposits), so belts are often sufficient. Currently I load ore etc with belts as it saves on setting up a logistic ...
by ChurchOrganist
Sun Jul 31, 2016 8:21 am
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 9346

Train unload poll

We seem to get a lot of belt train unloading systems posted in "Share Your Creations".

But I've been wondering how many of you use bot systems instead like I do.

If you wish to alaborate on your vote, feel free to do so in the comments.

Poll will close in 3 months.

Go!
by ChurchOrganist
Sat Jul 30, 2016 8:01 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 21557

Re: Friday Facts #149 - Deep down in multiplayer

Ratzap wrote:Technically it wasn't on a Friday but we'll let you off.
Actually it was - according to the forum time stamp Kovarex's post was at 22:50 UTC on Friday 29th July.

But as most of us are on daylight saving time at the moment it may have appeared that the post was on Saturday.
by ChurchOrganist
Thu Jul 28, 2016 11:58 pm
Forum: Mods
Topic: [MOD 0.13+] Reinforced Walls
Replies: 6
Views: 3873

Re: [MOD 0.13] Reinforced Walls

Reinforced Walls 0.2.x is now released check the Mod Portal entry to download the new version (link is in my sig). I would love some feedback as to whether I have overcooked the resistances, but then by the time you can research the acid resistant wall you will almost certainly have big spitters vom...
by ChurchOrganist
Wed Jul 27, 2016 11:35 am
Forum: Mods
Topic: [MOD 0.13+] Reinforced Walls
Replies: 6
Views: 3873

Re: [MOD 0.13] Reinforced Walls

The 0.2.0 version is now up at Github. This adds research for a second wall with acid resistance, and improved physical resistance to the double hitpoints version. Originally the intention was to add an upgrade to the existing wall along the lines of bullet damage etc. Unfortunately resistances aren...

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