Search found 850 matches
- Wed Nov 30, 2016 8:18 pm
- Forum: General discussion
- Topic: Are bots really short range thing?
- Replies: 9
- Views: 4034
Re: Are bots really short range thing?
You can use bots on infinitely long distances like you have noticed. However, their throughput will be low and flight time very long which makes them very impractical and expensive compared to transport methods intended for longer distances.
- Wed Nov 30, 2016 7:21 pm
- Forum: Gameplay Help
- Topic: Unloading specific amount of items
- Replies: 11
- Views: 4555
Re: Unloading specific amount of items
First I estimate the interval between trains. Then I calculate how much oil the outpost produces during that time and how many barrels it fills. I put enough tanks to keep that amount stored and use simple circuit conditions to unload correct amount of empty barrels into normal chests. All filled ba...
- Wed Nov 30, 2016 3:03 pm
- Forum: General discussion
- Topic: Discussion about expensive infrastructure
- Replies: 6
- Views: 3295
Discussion about expensive infrastructure
Infrastructure (miners, furnaces, assemblers, belts, inserters etc.) seems to be very cheap in Factorio, if their costs are compared to total material flows. At mid game most of the resources go to the research and at late game you can build quite a large base at the cost of couple of rockets. At le...
- Wed Nov 30, 2016 2:37 pm
- Forum: Balancing
- Topic: Conveyors OP?
- Replies: 18
- Views: 4974
Re: Conveyors OP?
You are right. I read this discussion carelessly before answering.Deadly-Bagel wrote:I've already given stats and numbers on all this Hannu so you're just repeating me at this point.
- Wed Nov 30, 2016 1:47 pm
- Forum: Ideas and Suggestions
- Topic: Expeditionary Tank
- Replies: 8
- Views: 3867
Re: Expeditionary Tank
It is a good Idea but how about more details for end game tank: Now the best high end killing is to walk with 134 destroyers and shields capacity 1000 - 2000 and rest filled with exoskeletons / battery / reactor But how about .... Better tank name: "Mammoth tank" ( sounds familiar ? ) Tan...
- Wed Nov 30, 2016 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Upgraded walls
- Replies: 5
- Views: 2832
Re: Upgraded walls
I think that there should be better tier of walls for behemoth class enemies, but five with small differences is too much and I think that also devs try to avoid adding too many more things to the game. I think upgrading of existing entities by research should be thought to affect through some kind ...
- Wed Nov 30, 2016 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Void slot
- Replies: 2
- Views: 1058
Void slot
I suggest that a void slot is added to player's inventory. It would just annihilate immediately everything put in there. In my opinion it should exist from beginning of the game. I do not want safety things but maybe there could be optional confirmation window or 5 second waiting time during which t...
- Wed Nov 30, 2016 12:34 pm
- Forum: Gameplay Help
- Topic: Void chest or belt mod
- Replies: 5
- Views: 2964
Re: Void chest or belt mod
If I remember correct, updating it to 0.14 needed just to change version line in one of the files. I do not play without Void chest anymore, especially if I use Bob's mods.thatguy321 wrote:Thanks! I had seen this mod but only came across an earlier version.
- Wed Nov 30, 2016 12:09 pm
- Forum: Balancing
- Topic: Conveyors OP?
- Replies: 18
- Views: 4974
Re: Conveyors OP?
you are completely discounting the train station costs in terms of chests, robotics, etc, to store and forward what you are moving. These costs are completely negligible. If I use 6 filter stack inserters, 6 steel chests and 6 fast inserters per wagon, building of them and wagon and part of the loc...
- Wed Nov 30, 2016 11:37 am
- Forum: Balancing
- Topic: Conveyors OP?
- Replies: 18
- Views: 4974
Re: Conveyors OP?
There are so many ways to play and in some ways trains are not needed. You can say the same almost everything in Factorio. There are solutions without belts, without bots, without modules etc. It shows versatility of Factorio and makes it a great game. If you want to play with ways which do not need...
- Wed Nov 30, 2016 8:58 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 998066
Re: Factorio Roadmap for 0.15 + 0.16
Just wanted to comment on universal fluid barreling and rail tanker cars. I feel like this should be an either/or thing, I've wanted universal fluid barreling for quite some time, but having rail tanker cars imo invalidates fluid barreling completely. Why fuss with barrels at all when you can just ...
- Mon Nov 28, 2016 5:51 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385732
Re: Development and Discussion
I forgot that hydrogen. I could not found a reaction which combines SO2 and H2 to H2SO4. It must be some kind of game balancing thing to get rid of excess hydrogen from oxygen production for SO2. I agree that it would be more intuitive to be air or O2 instead of H2, but do not see it as a significan...
- Sun Nov 27, 2016 4:08 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385732
Re: Development and Discussion
i do not understand: which reactions are combined? as far as i know there is no reaction to go from so2 to h2so4 without adding some oxygen. so where is the oxygen coming from? air? In contact process SO2 is oxidized to SO3 with atmospheric oxygen. SO3 is dissolved to strong sulfuric acid to get H2...
- Sat Nov 26, 2016 7:34 pm
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16246
Re: What do you do with your wood?
Railway ties would be an interesting idea but what if you start in the desert with almost no trees whatsoever? Would make getting into rail networks a lot harder for these people. Biomes are so small that it is easy to get wood outside with car or tank. There is also some wood in deserts. I use 7 w...
- Sat Nov 26, 2016 4:49 pm
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16246
Re: What do you do with your wood?
I have made a mod which uses wood for rails. However, I have much excess in spite of that and I use them as fuel. I put a request chest, ask 1000 wood and have inserter to feed it to fuel line of furnaces or steam engines, if there are more than 3000 wood in logistic system (it is enough for kilomet...
- Fri Nov 25, 2016 7:24 am
- Forum: Angels Mods
- Topic: Bus or not to Bus
- Replies: 34
- Views: 18961
Re: Bus or not to Bus
I used copper coils as an example because it is an item that can quickly be produced in such numbers that belts are not fast enough, the same with electronic components of Bobs mod fame. Should all filters be made/recycled to where they are being used or does it make more sense to bus them to and f...
- Thu Nov 24, 2016 8:33 pm
- Forum: Gameplay Help
- Topic: Trains
- Replies: 6
- Views: 2542
Re: Trains
You can allocate one slot for fish and use inserters to put a fish in and out. You can turn a signal on and reset counting when inserter holds a fish and turn the signal off after the counter reach 2 seconds. It is ugly, large and impractical solution, but it gives what you want with stock parts.
- Thu Nov 24, 2016 6:38 pm
- Forum: Angels Mods
- Topic: Swimming in Quartz
- Replies: 6
- Views: 4233
Re: Swimming in Quartz
In my opinion void chest mod is practically necessary with Bob's and Angel's mods. There are so much side products that everything is impossible to balance when the base grows and needs change. At least I do not want to store hundreds of thousands of items which I get very cheaply later if I need.
- Thu Nov 24, 2016 6:09 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1216284
Re: Bugs & FAQ
Angel's alumina is not compatible with gem polishing stuff. I have to make separate furnace for Bob's alumina. I can also not get tungsten carbide or red tungsten alloy from Angel's metal refining products. Is it intentional or known issue?
- Thu Nov 24, 2016 6:03 pm
- Forum: Gameplay Help
- Topic: Bob's Mods - where's the salt?
- Replies: 16
- Views: 10882
Re: Bob's Mods - where's the salt?
With Bob's mods only salt is easy to get by putting water into chemical furnace. Sodium hydroxide from salt water electrolysis is stuff for what I had to install void chest mod. But Angel changes it completely. There is no (I have not found) salt itself and only way to get sodium hydroxide is to ele...