Search found 807 matches
- Mon Mar 12, 2018 1:36 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 24886
Re: Factorio should have DLC.
I see no real reason for Factorio to ever have DLC. The game is, by nature, a complete package, and because it's highly moddable, anything beyond the base game people want can be made for the game for free, so there's really no market for DLC for the game. As for the devs continuing to make money, I...
- Wed Mar 07, 2018 1:33 am
- Forum: Gameplay Help
- Topic: Nuclear power or steam power
- Replies: 27
- Views: 13358
Re: Nuclear power or steam power
The three power generation methods basically compare as follows: Steam: -Lowest tech -Highest fuel consumption -Highest pollution -Medium space efficiency Solar: -Medium tech -No fuel consumption -No pollution -Lowest space efficiency (by far) Nuclear: -Highest tech -Low fuel consumption -Low pollut...
- Sun Feb 25, 2018 1:03 am
- Forum: General discussion
- Topic: Only using Speed modules, no pollution
- Replies: 6
- Views: 2681
Re: Only using Speed modules, no pollution
It's not even just resource savings: Having prod modules in your production chain means you can make more stuff, especially more high-tier products, from a given sized base. This because you don't need as many machines making the lower tier items to feed their consumers thanks to the free items from...
- Fri Feb 16, 2018 5:54 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 40197
Re: Friday Facts #230 - Engine modernisation
I can't even bring myself to tear apart a factory to fix it, much less tear apart the rendering engine to a game that's been in the works for as long as this one. I would have shrieked in horror and ran away from your office screaming if you asked me to do that. Bravo, Factorio devs, for being made...
- Wed Feb 14, 2018 2:27 am
- Forum: General discussion
- Topic: Just Too Easy...
- Replies: 12
- Views: 5555
Re: Just Too Easy...
I suspect you could get something that size to run smoothly with bots if you think carefully about how to make the most out of your robots (minimizing travel distance and number of 'moved-by-robot-' steps in the process), and made your layout properly compact. Your problem seems to me to be that you...
- Sat Feb 10, 2018 6:13 pm
- Forum: Gameplay Help
- Topic: How to achieve Lazy Bastard?
- Replies: 11
- Views: 4359
Re: How to achieve Lazy Bastard?
It's possible to do this on default settings (no expensive recipes or techs/tech cost increases). The absolute minimum is 106 crafts (as of 0.15, afaik, this remains true in 0.16). You must hand craft: -Offshore pump: 8 crafts 2 for Electronic circuits 3 for Copper cables (produces the 6 Copper cabl...
- Tue Feb 06, 2018 1:40 pm
- Forum: Gameplay Help
- Topic: mixing fuel on belt
- Replies: 13
- Views: 4307
Re: mixing fuel on belt
If you're on the experimental 0.16 release. Sideloading works even in earlier versions (including the current stable release).PacifyerGrey wrote:No need for sideloading either. Just use the new splitter input priority .
- Mon Feb 05, 2018 9:40 pm
- Forum: Gameplay Help
- Topic: Flame turret bonus damage
- Replies: 1
- Views: 800
Re: Flame turret bonus damage
It's multiplicative (10% more final damage). Same thing for bonus damage (such as Combat Shotgun's +20% bonus damage effect or Tank Vehicle machine gun's +100% bonus damage effect) as well as Gun turret's own unique damage upgrade line interacting with Bullet damage upgrade line.
- Mon Feb 05, 2018 9:34 pm
- Forum: Gameplay Help
- Topic: mixing fuel on belt
- Replies: 13
- Views: 4307
Re: mixing fuel on belt
No need to even use circuits. Just use side-loading to give mechanical priority to whichever resource you want consumed first. I usually edit my fuel line once I get Medium+Big power poles researched so I can burn away all my excess wood with my boilers (and furnaces....until I upgrade those to Elec...
- Tue Jan 16, 2018 9:49 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 562253
Re: Accumulator / Solar panel ratio
If your power draw is constant, then the optimal ratio is 25 Solar panels to 21 Accumulators. If there is variance, than you need to know what the greatest possible drain over the timespan from beginning of dusk to end of dawn is (i.e. entire timespan that Solar panels are not producing 100% energy)...
- Sat Jan 13, 2018 11:14 pm
- Forum: Gameplay Help
- Topic: Need help with Combinator Setup
- Replies: 7
- Views: 2492
Re: Need help with Combinator Setup
For reference, the name for the basic circuit you're referring to is a Set-Reset (SR) latch.
- Sat Jan 13, 2018 2:16 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312964
Re: Friday Facts #225 - Bots versus belts (part 2)
1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
- Fri Jan 12, 2018 9:18 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312964
Re: Friday Facts #225 - Bots versus belts (part 2)
I feel like much of the discussion surrounding belts v bots is missing some important context, part of why bots are the 'obvious' late game solution to item transport over short (and even medium) distances is because of other gameplay systems being as they currently are. Two things stand out to me i...
- Wed Jan 10, 2018 9:31 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 26906
Re: Shotgun is embarrassingly bad right now
Isn't a fire breathing shotgun just a flame thrower? I'm all for giving the shotty some love, but I don't think that emulating a superior weapon is the way to go. The most serious issues for the shotgun are related to the tech tree. It used to be in a good spot in early builds but over the patches ...
- Tue Jan 09, 2018 8:28 pm
- Forum: Gameplay Help
- Topic: Optimal train lengths in 0.16
- Replies: 8
- Views: 24639
Re: Optimal train lengths in 0.16
I'm preparing to upgrade my factory and for that I need larger trains. The info I found so far was either conflicting or outdated. I'm interested both in double headed trains and single-headed and how big they need to be to run over behemoths freely. The only thing that seems to be consistent among...
- Tue Jan 09, 2018 8:03 am
- Forum: Gameplay Help
- Topic: Optimal train lengths in 0.16
- Replies: 8
- Views: 24639
Re: Optimal train lengths in 0.16
I'm preparing to upgrade my factory and for that I need larger trains. The info I found so far was either conflicting or outdated. I'm interested both in double headed trains and single-headed and how big they need to be to run over behemoths freely. The only thing that seems to be consistent among...
- Tue Jan 09, 2018 6:46 am
- Forum: Balancing
- Topic: Infinite bullet upgrades should be faster
- Replies: 7
- Views: 2614
Re: Infinite bullet upgrades should be faster
Well, I'm not saying it should happen after 15 upgrades. I just think the current asymptotic rate of growth is too slow. It stops being rewarding pretty quickly. If I play the game 32x as long as I've already played - call it 10x if I triple the rate of my science - then my bullets will be 35% more...
- Mon Jan 08, 2018 9:04 pm
- Forum: Gameplay Help
- Topic: How to be warned of item shortages?
- Replies: 8
- Views: 2987
Re: How to be warned of item shortages?
A trick I often use to evaluate if I am running low on something is to use the production screen (I set it to 10mins) and look at the rate that I am consuming materials and making plates if I notice any significant dips in consumption of materials (and corresponding drops in production) then that's ...
- Mon Jan 08, 2018 8:58 pm
- Forum: General discussion
- Topic: Looking for opinion/recommendations
- Replies: 6
- Views: 2018
Re: Looking for opinion/recommendations
If you haven't played the vanilla experience through to endgame since 0.15 landed I'd recommend giving that a go as 0.15 changed the feel of that progression quite a bit (in good ways).
- Sun Jan 07, 2018 7:46 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 39657
Re: Belts vs Bots - A response to the latest FFF
~snip~ Bot bases are reduced to rows of assemblers flanked by beacons and roboports. ~snip~ This is actually not the fault of bots, but rather of beacons and modules and how they currently work. The result of their current mechanics is that there really is only one optimal layout for endgame produc...