Search found 105 matches

by Durentis
Sun Apr 05, 2020 12:02 am
Forum: General discussion
Topic: Is it time to give the pistol the steel axe treatment
Replies: 11
Views: 3058

Re: Is it time to give the pistol the steel axe treatment

Here is another example of such a repost: https://forums.factorio.com/82875 - https://www.reddit.com/r/factorio/comments/fph5d0/isnt_factorio_for_casual_players_help_with_some Ahh.. that makes way more sense. This post got me wondering at why I'd occasionally see posts like this but then the OP wou...
by Durentis
Sun Mar 22, 2020 8:06 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90148

Re: Friday Facts #339 - Beacon HR + Redesign process

I like the middle design (next to the collision box) best, then the bottom right-most. The arcing is pretty sweet and overall, regardless of the final design, I think this will be a great visual improvement over the original. But I very much dislike the red color - it's very Tier 2 tech and the imag...
by Durentis
Sat Feb 08, 2020 8:52 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 14816

Re: 0.18 DeathWorld

unless "moderate sized biter bases" means 2 spawners you'll need more than a single stack of fish. I probably shouldn't have used such a vacuous and relative term there.. sorry. My thinking is in terms of the spawner base I faced in my sig. Sure, there were some bullets involved but in th...
by Durentis
Mon Feb 03, 2020 12:08 am
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 14816

Re: 0.18 DeathWorld

I know your troubles are coming from later on, but the beginning is super important. Aside from juggling your early pollution cloud, don't forget that you can lay waste to moderately sized biter bases in the beginning with your axe and a stack of fish if need be. (Early armour that would otherwise g...
by Durentis
Mon Dec 16, 2019 5:16 am
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 3454

Re: Edge of winnability settings

I posted a Marathon Death World challenge a while back. I think the main solution for any difficult death world is realizing that you don't have to stay put. You can pick up your drills and furnaces and/or whatever else is making significant pollution and simply relocate. This has the effect of star...
by Durentis
Fri Sep 27, 2019 4:35 am
Forum: Gameplay Help
Topic: [Solved] How to kickstart no-water, no-power-connection,energy dependend outposts?
Replies: 7
Views: 2956

Re: How to kickstart no-water, no-power-connection,energy dependend outposts?

Impatient wrote: ↑
Thu Sep 26, 2019 11:32 pm
Why didn't I think of that?
Because you're Impatient and rushed to the forums for a solution? ;)
by Durentis
Fri Aug 16, 2019 4:22 am
Forum: General discussion
Topic: Scroll wheel direction
Replies: 10
Views: 3221

Re: Scroll wheel direction

Whatever direction a list requires, I tend to scroll the wrong way and then have to correct. Too much switching back and forth between MacOS and Windows. I can't even decide which y-axis setting feels more natural in FPS games anymore, though I used to always invert it. :?
by Durentis
Wed Aug 14, 2019 2:53 am
Forum: Gameplay Help
Topic: How do people get their first alien artefact?
Replies: 5
Views: 2073

Re: How do people get their first alien artefact?

Anyway, how do people kill their first enemy base now? I can't find another way other than turrets (lasers mainly) and work my way in... but on big start area maps this is going to take forever :) Oh Very Large it's ok because they spawn within your base :) I just need help killing the damn things ...
by Durentis
Sun Aug 04, 2019 10:30 pm
Forum: General discussion
Topic: Lower Level, Non-Slotted Armor
Replies: 11
Views: 3303

Re: Lower Level, Non-Slotted Armor

I found out recently when I started a marathon death world that these low level armours make a huge difference. Especially when combined with fish, which apparently aren't for throwing at biters. Who knew? /shrug
by Durentis
Sun Aug 04, 2019 12:10 am
Forum: Maps and Scenarios
Topic: Map exchange strings
Replies: 81
Views: 213226

Re: Map exchange strings

This starting area is great for a marathon death world, minus the biters in your base.. ;) I did come up with a fishy solution and laid claim to it, but with 5 spawners and a dozen worms they put up a hell of a fight. Good luck! >>>eNpjYBBksGMAgwZ7EOZgSc5PzIHxQJgrOb+gILVIN78oFVmYM7mo NCVVNz8TVXFqXmp...
by Durentis
Sat Apr 27, 2019 4:41 pm
Forum: Gameplay Help
Topic: Beginner question about trains
Replies: 4
Views: 1481

Re: Beginner question about trains

Don't read the train contents for this.. it doesn't scale. Give all of your copper loading stations the same name, such as "> Ore Copper", and your unload station something like "< Ore Copper". (I'm using ">" to mean "get" and "<" to mean "put&q...
by Durentis
Mon Apr 15, 2019 6:23 am
Forum: General discussion
Topic: Ore Patch Size? 0.17 / Rail World
Replies: 3
Views: 2421

Re: Ore Patch Size? 0.17 / Rail World

0.16 had a very different (and not great) terrain/resource generator and everything you explored while playing under 0.16 will have stayed as-is when you moved to 0.17. Newly explored areas will be revealed using the 0.17 terrain/resource generator. I suspect you'll just have to venture out a ways, ...
by Durentis
Thu Apr 11, 2019 5:24 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 6386

Re: Old chem plant setup...fixable?

I have a strong suspicion we're simply not going to agree, and that's fine since much of this game is personal preference.. that sandbox thing. But I'll address a few things above since you took some time to respond so thoroughly. I think you're misapplying/overusing your notion of "simple eleg...
by Durentis
Tue Apr 09, 2019 1:18 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 6386

Re: Old chem plant setup...fixable?

I see the fluid mixing change as a very good one and a solid step forward for the game. What OP is doing is an awkward edge case design. Sure it's a sandbox but, as far as "you're doing it wrong" can go in a sandbox (not very), this is a good example. I don't see wanting to do something li...
by Durentis
Mon Apr 08, 2019 6:44 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 6386

Re: Old chem plant setup...fixable?

You can't mix fluids anymore, and you have water input where it changes to light oil in the solid fuel recipe. You'll have to make a separate array unless you can pump out the water just before you switch to solid fuel. Perhaps something like having a water pump leading into the array get disabled, ...
by Durentis
Sun Mar 31, 2019 8:04 am
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 37001

Re: Self adjusting Kovarex based on demand

Here's what I'm using in my current game. It does need to be primed, but as long as you don't have more Centrifuges than it can support early on it's good to go. Just add one at a time and it will start up and shutdown gracefully as belt-space permits. The U-235 that rarely comes in on the outside l...
by Durentis
Thu Mar 21, 2019 11:04 pm
Forum: Gameplay Help
Topic: Worms spawn too close to player built structures
Replies: 13
Views: 4429

Re: Worms spawn too close to player built structures

Doesn't this just force artillery? I don't see how that's a bad thing.
by Durentis
Tue Mar 19, 2019 3:12 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 6026

Re: Request/Idea: Train toggle to don't skip disabled stations

The better solution I feel is for a station to be able to use a circuit signal to set a maximum limit on the inbound trains. So you can set a station to only allow a single inbound train if it doesn't have a stacker, or to allow 10 inbound trains if it has a 9 train stacker (9 + the station itself)...
by Durentis
Sat Mar 16, 2019 12:18 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 6026

Re: Request/Idea: Train toggle to don't skip disabled stations

What is needed is the ability of trains to skip (enabled) stations on circuit input. You let the train leave on circuit input when it's ready to go. And the train "decides" the target station when leaving. Until then: Live with the fact that you cannot perfectly control what trains are do...
by Durentis
Fri Mar 15, 2019 9:43 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 6026

Re: Request/Idea: Train toggle to don't skip disabled stations

If there was a feature where stations would only allow 1 train at a time to use it, it would work. I.e. as soon as a train is dispatched, the target station becomes unavailable to other trains. This too can have unintended consequences. If a station is disabled when a single train schedules to it, ...

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