Search found 294 matches
- Thu Mar 07, 2019 2:20 am
- Forum: Balancing
- Topic: [0.17.1] Refined flamables
- Replies: 2
- Views: 1397
Re: [0.17.1] Refined flamables
Or just make the tech cheaper. I don't mind having specialised techs, but it is equal or more expensive than the projectile or laser ones at each level for a roughly equivalent bonus. Energy weapons are in roughly a similar place, but laser turrets especially are so much more generally flexible that...
- Wed Mar 06, 2019 10:40 pm
- Forum: Technical Help
- Topic: stop restricting download of factorio
- Replies: 17
- Views: 5660
Re: stop restrikting download of factorio
and would explain the bad conection us -> eu. Your download came from US? I get about 6MB/s download of Factorio in UK. When I downloaded 17.7 it came from Frankfurt (I do agree would be nice for patching to work for these daily updates). Maybe however they are doing the DNS does not work for your ...
- Wed Mar 06, 2019 5:33 pm
- Forum: Modding help
- Topic: Creating an map and/or minimap overlay
- Replies: 4
- Views: 990
Re: Creating an map and/or minimap overlay
There is a "minimap" LuaGuiElement type that might work for your use. https://lua-api.factorio.com/latest/Lua ... lement.add
- Wed Mar 06, 2019 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40442
Re: Roboports should output missing materials to circuit network
You forgot events to handle when logistic networks disconnect after roboports ran out of power and ofc connect when they are powered back up. Yep, that is true, and I think that is another thing that has no events.... So looks like for roboports on built/died is not enough, it may be that every rob...
- Wed Mar 06, 2019 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 12144
Re: Better mechanism for hand building over ghosts before robots
Might be regular units (like biters) and then the construction bit is scripted. Find a ghost, then find a chest, give it the relevant "goto" command, do stuff when it arrives. You can create non-damaging beams for various effects. Impressive amount of work to bring it all together with eno...
- Wed Mar 06, 2019 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40442
Re: Roboports should output missing materials to circuit network
Does anyone have a proof of concept map that does work (can just use infinity-chest at the source network or whatever) with only such a circuit output mod/mock? Ah, that’s what I’ve been missing. But nonetheless the current algorithm of fully scanning could be optimized a lot. For example it makes n...
- Wed Mar 06, 2019 2:29 pm
- Forum: Gameplay Help
- Topic: i dont find the way to fill my fluid wagons
- Replies: 3
- Views: 918
Re: i dont find the way to fill my fluid wagons
Can just put images on the forum, there is "attachments" tab below the text area. Fluid wagons are incredibly picky about positioning, it is very hard to manually stop a tanker in the right spot, so it probably best to use a train stop. With a train stop any of the 6 adjacent tiles each si...
- Wed Mar 06, 2019 12:18 pm
- Forum: Gameplay Help
- Topic: General tips for my playthrough
- Replies: 19
- Views: 8377
Re: General tips for my playthrough
- Why use radars? Afaik they can only scan a certain range that I can easily explore by myself and the liveview is not important for me (peaceful-mode) The live view is still useful to see what is going on in a large factory. Are mines running out? Did something else go wrong with production? Once ...
- Wed Mar 06, 2019 12:13 am
- Forum: Balancing
- Topic: Behemoth worms don't seem to differ from Big worms
- Replies: 17
- Views: 5340
Re: Behemoth worms don't seem to differ from Big worms
On the other hand, anti-building specific worms would specifically counter turret creeping. Could be nifty. Gotta clear out the area before expanding, and any turrets you use would get bombarded while you did so. And the power poles. And the walls. And the roboport. Basically, no buildings, just yo...
- Tue Mar 05, 2019 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39173
Re: Offshore pump at start of game
Alternatively, make offshore pumps require coal or power or w.e. for full output, but always produce 10/second normally. So you get, admittedly more than a trickle, but nowhere near the 1200/s or whatever it is unless you provide power. That would work nicely I think, with electricity to pump the f...
- Tue Mar 05, 2019 3:37 pm
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10282
Re: There are not enough options vs bases early game
They are expendable though, its easy to build a stack of 50, 100's even. As long as they get some shots off before dying, turret creep works, if I loose twice as many turrets or construction bots, it doesn't really matter. The only place the acid mattered when I was playing was if there was a big gr...
- Tue Mar 05, 2019 1:47 pm
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10282
Re: There are not enough options vs bases early game
Currently, by far the best strategy to eliminate enemy bases is to turret creep. Is turret creep still effective against big and behemoth worms ? I thought at least behemoth worms had more range than turrets, but I might be mistaken. [Edit] https://www.reddit.com/r/factorio/comments/aw5tqi/experime...
- Tue Mar 05, 2019 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39173
Re: Offshore pump at start of game
Since there is nothing needing water before the player can build a boiler, as it stands doesn't really seem worth it. If the pump was to be powered, might as well have a bucket to tick the first boiler over. A powered pump has other impacts like how it handles negative feedback from low power. This ...
- Tue Mar 05, 2019 10:17 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40442
Re: Roboports should output missing materials to circuit network
What would you do in a world in which you can have roboports say "there's 1000 smelters and 2000 belts needed"? Why I said there are other problems to solve. If you can account for "inflight" construction and logistics bots (I don't think you can right now), then you can either....
- Sun Mar 03, 2019 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 12144
Re: Idling player should delete/place ghosts in reach
Firstly, construction bots are very good at fixing and replacing stuff biters break. The player could literally spend all their time running back and forth otherwise. And late game, bots are just so much better :) I use bots to literally build at the other side of the map, I build entire outposts so...
- Sun Mar 03, 2019 2:31 pm
- Forum: Technical Help
- Topic: stop restricting download of factorio
- Replies: 17
- Views: 5660
Re: stop restrikting download of factorio
I tested it between my logged in Chrome on Virgin internet and another browser on my Three 4G mobile internet. The https://dcdn.factorio.com/releases/Factorio_x64_0.17.4.zip?key=some-key&expires=near-future link is not restricted, but the expiry is short and you can't resume with it. I don't use...
- Sun Mar 03, 2019 2:23 pm
- Forum: Technical Help
- Topic: stop restricting download of factorio
- Replies: 17
- Views: 5660
Re: stop restrikting download of factorio
1.) my ip doesnt change (atleast not any more, since i know its restrikted) there might be servival reasons for that, there are also many ISPs that route they customers traffic over dozens of randomly changing ipv4 addresses (e.g. netkom in germany) OK, maybe I wasn't clear. So an IP address genera...
- Sun Mar 03, 2019 1:43 pm
- Forum: Technical Help
- Topic: stop restricting download of factorio
- Replies: 17
- Views: 5660
Re: stop restrikting download of factorio
- allow this link to get downloaded from what ever ip i want, without again login in for next 5 minutes (u need to start downloading in the next 5 minutes or link Why is your IP changing? Also im pretty sure that you would save alot of bandwidth , because i dont think im the only one with this prob...
- Sun Mar 03, 2019 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40442
Re: Roboports should output missing materials to circuit network
A problem might be that there is only a global list of ghosts and every tick one ghost is checked for buildability and a bot dispatched if possible. That's the reason why you have at most ~600 missing bots or construction material from the roboports (personal roboports add to that). Yeah, it defini...
- Fri Mar 01, 2019 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 12144
Re: Idling player should delete/place ghosts in reach
You have to make a lot of stuff earlier. First level bots with solar panels are not great.