Search found 117 matches
- Sun Jun 19, 2016 3:02 pm
- Forum: Balancing
- Topic: Upgrading the tank
- Replies: 5
- Views: 3402
Re: Upgrading the tank
Of note: explosive shells are terrible. Stay with piercing and you'll be much happier. They can two-shot big worms and bases - and if you can get them chasing you, two-shot behemoths (while also damaging the critters in front of and behind the behemoths).
- Sat Jun 18, 2016 12:28 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 49371
Re: Friday Facts #143 - Nat Punching Again
- If you know there's a hype and you're probably not going hit that date, you should add more time ASAP. This will not prevent, but drastically slow hype/anticipation starvation. - Don't say soon for ages. Keeping the tension up for too long will in the long run destroy it. At least give a hint if ...
- Thu Jun 16, 2016 9:13 pm
- Forum: General discussion
- Topic: What is your most anticipated feature in Factorio 0.13?
- Replies: 17
- Views: 6111
Re: What is your most anticipated feature in Factorio 0.13?
blueprint manager. I have so many right now, and I keep them organized by using a bunch of different chests :/
- Thu Jun 16, 2016 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 13053
Re: Trains reserve paths by segments instead of blocks
Thus people want more complex signals to handle that large amount of rail traffic. I'm suggesting solving the problem by reducing rail traffic instead. Traffic reduction is an interesting position to take - but if you're doing it by setting longer delay times, you're very likely just guessing and a...
- Thu Jun 16, 2016 8:06 pm
- Forum: Gameplay Help
- Topic: Smelter assistance
- Replies: 12
- Views: 12484
Re: Smelter assistance
energy reduction is capped at 80% - which is a pair of productivity-2 modules on the furnace, no need for bacon.spektral wrote:but wouldnt mind having beacons for energy reduction...
- Thu Jun 16, 2016 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 13053
Re: Trains reserve paths by segments instead of blocks
Waiting for 600 seconds makes just as much sense as waiting for 200 seconds, if the stations are 3x as far apart. Maybe your games are small. Some of us have train stations ten thousand tiles apart. What does distance or size of map have to do with it? Once the train pulls in , it takes X amount of...
- Thu Jun 16, 2016 8:31 am
- Forum: Ideas and Suggestions
- Topic: Construction bot warning should appear only when unreachable
- Replies: 9
- Views: 2098
Re: Construction bot warning should appear only when unreachable
Just remember that it's very fast for you to write suggestions, but it can take time to reply to them with the level of "exactness" you think you deserve (and seem to even demand) in reply. I've played like 700 hours in the last four months and I still don't feel confident enough to *know ...
- Thu Jun 16, 2016 1:31 am
- Forum: Show your Creations
- Topic: Ten Oil Refineries
- Replies: 16
- Views: 7284
Re: Ten Oil Refineries
are you sure?DaveMcW wrote:Nah, you put the beacons between the light/heavy oil pipes and the petroleum gas pipe.
overkill beacons
ignore that mess around the heavy oil plant - the first two refineries in my line have a toggle switch for lube, but the rest go straight to cracking to light
- Thu Jun 16, 2016 1:11 am
- Forum: Show your Creations
- Topic: Ten Oil Refineries
- Replies: 16
- Views: 7284
Re: Ten Oil Refineries
although I prefer not to just to space my refineries one apart, but three apart because that's where you put the beacons later.
- Wed Jun 15, 2016 8:45 pm
- Forum: Modding discussion
- Topic: Will this be Possible in 0.13?
- Replies: 6
- Views: 2017
Re: Will this be Possible in 0.13?
Technically *everything I can think of* (that isn't NP-complete) can be done with enough combinators and time... but I'd still love to be able to make new combinators in mods (since they won't make new combinators in vanilla) to save space and complexity and time. You know, for the same reason I'd r...
- Tue Jun 14, 2016 4:22 pm
- Forum: General discussion
- Topic: We're being invaded!
- Replies: 13
- Views: 4060
Re: We're being invaded!
After a little while they'll give up and go elsewhere if their crap isn't visible to anyone. The problem being that user SpamWolf posts 50 pieces of spam and somewhere in there, user NiceLilSheep posted their first question about how to make trains go. The mods need a good eye to not accidentally c...
- Mon Jun 13, 2016 10:20 pm
- Forum: Modding discussion
- Topic: Mod Compatibilty for 0.13
- Replies: 53
- Views: 12682
Re: Mod Compatibilty for 0.13
Wow. Speaking as Plain Joe User. having to check two websites would be terrrrrrrrrrrrrrrrrible. Did you even ask around, or consider the user experience at all, when you decided to make all mod discussions on a separate website? I get why you want it for versioning and distribution -- though honestl...
- Mon Jun 13, 2016 7:05 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 13053
Re: Trains reserve paths by segments instead of blocks
Here is a great example of the volume of signals necessary to make a junction traversable by multiple trains at once. Easier to see here . Off topic, and sorry to distract, but why are all those regular signals? Old pic or am I still doing it wrong (extension of conversation you and I had in a sepa...
- Mon Jun 13, 2016 5:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Solar Freakin' Railways
- Replies: 5
- Views: 1837
Re: Solar Freakin' Railways
I guess the joke would've been funnier if you had shared my experience with everyone bugging me about it on Facebook (either trying to get me to donate, or telling me how it could never work), and then it just seeming to disappear into nothing.
- Mon Jun 13, 2016 3:53 pm
- Forum: Not a bug
- Topic: Mod frame under chest GUI ?
- Replies: 5
- Views: 1497
Re: Mod frame under chest GUI ?
also, you can click on any grey area in the chest gui and slide it out of the way?
- Mon Jun 13, 2016 3:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Solar Freakin' Railways
- Replies: 5
- Views: 1837
Re: Solar Freakin' Railways
It seems like only a year ago, but I guess it was a couple years ago (dunno, my 40s are slipping by sooooo fast) that Everyone On Any Kind of Social Media was pushing Solar Freakin' Roadways on me, or pushing one of the debunk videos/links. I guess I'm glad for you that you missed the hype train.
- Mon Jun 13, 2016 10:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 10923
Re: The kilobase
(again, why?) mixed belts: personal aesthetics, and side-loading is a slowdown. red inserters: also personal aesthetics, but they are slower than fast inserters. also of note: longer belts are only a one-time cost, which depreciates to zero over enough time. after that one-time cost is paid, the be...
- Mon Jun 13, 2016 7:35 am
- Forum: Ideas and Requests For Mods
- Topic: Solar Freakin' Railways
- Replies: 5
- Views: 1837
Solar Freakin' Railways
Increases cost of railways to include batteries, copper plate, some green, and a couple red circuits. Claims to provide power and include signalling in the railways themselves. Does not actually work. Every few hours a new tech level opens - and says this donation research will make it work this tim...
- Mon Jun 13, 2016 3:37 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 10923
Re: The kilobase
Very good point, Azraelle, but he wasn't wrong to call me out on this base because I am (a) making it hard on myself with my "no mixed belts or long-handed inserters" rule, and (b) I did already tear down a module-capable base to make this base, so I could've been improving the design as I...
- Sun Jun 12, 2016 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 13053
Re: Trains reserve paths by segments instead of blocks
because IRL we have scores of people full-time employed to manage rail lines and schedules to make sure trains are using the track appropriately, but in Factorio you're one person and you don't even spend all your time managing trains? Factorio is about emulating those IRL people via automated prod...