Search found 850 matches
- Tue Nov 22, 2016 5:50 pm
- Forum: Ideas and Suggestions
- Topic: A more interesting launch experience
- Replies: 4
- Views: 1440
Re: A more interesting launch experience
Then I would have to surround my base with double or triple walls and continuous line of laser or gun turrets. Which I have to do in any case if I make a large base which is intended to process tens of millions units of resources, launch hundreds of rockets and produce insane amount of pollution whi...
- Mon Nov 21, 2016 1:01 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3950
Re: Maintenance Required
Putting all that into consideration.... Why even have a maintenance system at all? because by the time you've build the auto-maintenance system, you forget about it, and it might as well not exist. You can ask same question about Factorio and all video games. Why do some things in virtual worlds an...
- Mon Nov 21, 2016 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3950
Re: Maintenance Required
Unfortunately overwhelming majority of players hate all management things Very poor way of putting it, Factorio is all about management but what this is suggesting is just legwork. In the early game it will force you to occasionally go around all your machines with a repair pack (waow such fun) the...
- Thu Nov 17, 2016 7:58 am
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3950
Re: Maintenance Required
This has been discussed many times in forums of Factorio and other technical games. Unfortunately overwhelming majority of players hate all management things and it will certainly be never implemented in stock game. However, I hope that on some day devs could implement modding interface which would ...
- Mon Nov 14, 2016 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Longer train waiting times
- Replies: 3
- Views: 1428
Re: Longer train waiting times
There's no real reason the trains can't wait 1 second, 5 ticks, or 5 hours except there's not a good way to make that work in the GUI. I'll see if I can think up something that would allow entering exactly what you want. Why you can not use the same control to set exact number of seconds which you ...
- Thu Nov 10, 2016 6:35 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67687
Re: Loop vs 2-headed train network
Two directional trains may have some advantage in small systems with short trains and loops are slightly better in large layouts and long trains. But this is mostly opinion thing. It is possible to get flawless operation with enough capacity by both ways. Costs of railroad network and rolling stock ...
- Thu Nov 10, 2016 6:01 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67687
Re: Loop vs 2-headed train network
It's not that Factorio locomotives can't push, they simply have no reverse gear. But you can still stick them at the back, facing forwards, and get power from them. They have. You can reverse in manual mode. I think that they are just practical choice for gaming. In real life you are not allowed to...
- Wed Nov 09, 2016 2:48 pm
- Forum: Ideas and Suggestions
- Topic: Longer train waiting times
- Replies: 3
- Views: 1428
Longer train waiting times
I use service trains to haul small volume products to and from outposts and separate factories. Typically they are needed much more infrequently than every 200 seconds and they tend to be futile traffic. For example once in 15 minutes or 30 minutes would be enough. Would it be possible to put edit b...
- Sat Nov 05, 2016 12:35 pm
- Forum: Gameplay Help
- Topic: Techniques for branching a line off the main bus
- Replies: 4
- Views: 4483
Re: Techniques for branching a line off the main bus
I split adjacent branches from different lines to balance load. If I need more than half belt I use something equivalent to the example in last message. I balance and combine the lines after all branches of a high consumption production cell. For example, if my copper smeltery produces 4 lines of co...
- Sat Nov 05, 2016 7:40 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 35843
Re: Friday Facts #163 - New rails & New problems
In my opinion these hours would have given more aesthetic pleasure if they have given to make large radius curves and more angle options than parallel to axes or 45 degrees. Even 1:2 (26.6 degrees) would give more options. A railroad curve with a radius of 10 m looks ridiculous in spite of high grap...
- Wed Nov 02, 2016 8:00 pm
- Forum: General discussion
- Topic: Solar is BORING, here is why you should switch to steam!!
- Replies: 13
- Views: 7663
Re: Solar is BORING, here is why you should switch to steam!!
I mine everything, always, and I hate building on top of ores. So, depending on map settings (everything highest, for example...), you get *TONS* of the stuff. I know that problem. It is very annoying to have ore on clean concrete floor. My solution is to use commands to delete ores under my base w...
- Wed Nov 02, 2016 6:29 pm
- Forum: General discussion
- Topic: Solar is BORING, here is why you should switch to steam!!
- Replies: 13
- Views: 7663
Re: Solar is BORING, here is why you should switch to steam!!
Do you have some kind of mod which gives coal as side product? Or why do you mine such a huge amount of coal if you do not need it?Ranakastrasz wrote:Filling 20+ 6x6 Warehouses with coal might give you an idea of how much coal I am talking about here....
- Wed Nov 02, 2016 6:25 pm
- Forum: General discussion
- Topic: Establishing a Perimeter
- Replies: 8
- Views: 3116
Re: Establishing a Perimeter
Can any biter found a new nest? I have cleared areas and left some biters behind. Later single bases have appeared in these areas. I am 99 % sure that biters from outside have not come in. Sometimes I have followed survived biters (and spitters) from outside of their detection range. They seem to wa...
- Wed Nov 02, 2016 5:58 pm
- Forum: General discussion
- Topic: Solar is BORING, here is why you should switch to steam!!
- Replies: 13
- Views: 7663
Re: Solar is BORING, here is why you should switch to steam!!
In my opinion accumulators are boring things. Without accumulators I can get the "benefits" of both systems, the steam power with coal logistics, pollution and real smoky industry feeling, and massive solar areas and their resource greedy production facilities. I have clamped number of acc...
- Tue Nov 01, 2016 12:02 pm
- Forum: General discussion
- Topic: Launched my first rocket. What next?
- Replies: 10
- Views: 4848
Re: Launched my first rocket. What next?
I do not know what you should do. There are so much possibilities. I like large and complex systems and like to build large bases able to handle hundreds of raw materials per second. I think that end game, the most interesting and entertaining phase, begins when I launch first rockets. Currently I m...
- Sun Oct 30, 2016 11:08 am
- Forum: Ideas and Suggestions
- Topic: Things should break
- Replies: 24
- Views: 5312
Re: Things should break
OK. I see that most people hates all micromanagement aspects and I am quite alone with my opinion that it makes technical games much more interesting. It is the same thing with KSP, if somebody suggest something management stuff. However, that game have modding interface which makes it possible to a...
- Sat Oct 29, 2016 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Things should break
- Replies: 24
- Views: 5312
Re: Things should break
It would perfectly make sense if factorios with modules would break after a certain time... Maybe that makes for you perfectly sense, but I would ask "Why?" :) I miss the reason in this suggestion. Some players like more complex logistic challenges and manage tens of processes. If your pl...
- Sat Oct 29, 2016 8:27 am
- Forum: Ideas and Suggestions
- Topic: Things should break
- Replies: 24
- Views: 5312
Re: Things should break
I am sure that it would be possible to do by ways which add significantly game value. At least in certain play styles. Health could affect to the speed of entities and probability that they break completely. Then player should make decisions in trade off situations. Should he repair the miners in de...
- Thu Oct 27, 2016 4:22 pm
- Forum: General discussion
- Topic: Has anyone computed the throughput of trains?
- Replies: 16
- Views: 14165
Re: Has anyone computed the throughput of trains?
Overall I feel that trains are awfully inadequate for high throughput shipping (ore and plates). You basically need a dedicated rail line going full circle from source to destination or you get too many issues with trains waiting on signals and the flow stops. And that means you could place 4 belts...
- Thu Oct 27, 2016 5:34 am
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50181
Re: Friday Facts #161 - Infinite Research and Blueprint Library
When it comes to resource sinks, is the rocket not a large one? I've not yet managed to construct one, so I don't know exactly how demanding it is, or do people just want to give their labs something to do as well? Rockets are just as large resource sink as you want because you can have many silos ...