Search found 105 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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.
- 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 ...
- 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
- 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...
- 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...
- 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, ...
- 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...
- 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...
- 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, ...
- 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...
- 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.
- 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)...
- 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...
- 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, ...