Search found 205 matches

by Xeorm
Fri Mar 29, 2019 3:35 pm
Forum: General discussion
Topic: [.17.x]Small questions regarding nuclear power tech
Replies: 1
Views: 466

Re: [.17.x]Small questions regarding nuclear power tech

Does help to guide the player in the process of making the cells, before worrying about how to use them for power. And lets you have uranium products for non-nuclear power usage without needing to grab the nuclear power technology. Say if you only wanted the uranium ammo.
by Xeorm
Thu Mar 28, 2019 3:24 pm
Forum: Gameplay Help
Topic: hard work with concrete
Replies: 7
Views: 1231

Re: hard work with concrete

If you just want to place huge chunks of concrete you can use the "+" and "-" from the numpad to increase the size of the "cursor". (I hope i did not missunderstand you) You can also do that, but I'm talking huge spots of concrete. I'll lay it down myself when I need t...
by Xeorm
Thu Mar 28, 2019 1:33 am
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 2015

Re: Early Defense Setup

Yes, because to the flat damage reduce. I have the second damage upgrade already, which cost a whooping 800. Three will be 1200 with military science! So that will take quite some time too. Yes one problem of piercing ammo is that it's not more cost effective. Another is that I will need lots of co...
by Xeorm
Wed Mar 27, 2019 11:43 pm
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 2495

Re: Personal batteries' output power

The why does the accumulators have such a limited power output? Because it's possible to build things for different uses. An accumulator is an industrial building for regulating the usage of large amounts of power over long periods of time. It's a very different usage than the battery for power arm...
by Xeorm
Wed Mar 27, 2019 11:38 pm
Forum: Gameplay Help
Topic: hard work with concrete
Replies: 7
Views: 1231

Re: hard work with concrete

I need to know how to upgrade concrete and stone roads with blueprint. Make a blueprint, up at the top there should be two checkboxes. One for entities and one for tiles. Check the tiles one if you want it to care about the ground tiles aka stone and concrete. You can also uncheck the entities box ...
by Xeorm
Wed Mar 27, 2019 3:38 pm
Forum: Balancing
Topic: Kovarex Energy Price
Replies: 17
Views: 2222

Re: Kovarex Energy Price

BlueTemplar wrote:
Wed Mar 27, 2019 9:26 am
How did you determine that cost ? Specifically the oil part of it...
Ignored it mostly. It usually takes awhile before I'm limited by oil costs compared to iron and copper. So talking about the initial cost of 480 MW compared to nuclear I didn't worry about oil.
by Xeorm
Wed Mar 27, 2019 4:46 am
Forum: Balancing
Topic: Kovarex Energy Price
Replies: 17
Views: 2222

Re: Kovarex Energy Price

Is it? A 4 core reactor pumps out 480MW. A solar panel gives averages out 42kw. One quad-reactor gives enough energy to replace over 11000 solar panels. 11k solar panels (not even including accumulators) is no joke. There's absolutely good reason to try using nuclear power. I'd think so? I'll crunc...
by Xeorm
Tue Mar 26, 2019 3:56 pm
Forum: Balancing
Topic: Kovarex Energy Price
Replies: 17
Views: 2222

Re: Kovarex Energy Price

Why? Nuclear's not even that good compared to solar anyway. No need to make it even worse. Doesn't make sense either. Centrifuges aren't energy intensive buildings.
by Xeorm
Tue Mar 26, 2019 3:53 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 7720

Re: A Deeper Look into Combat Robotics

Yea, they're pretty bad given the base numbers. Which is sad, because they seem exactly like the way to do combat "right" from a gameplay perspective. Making them increases player combat potential, but requires a good amount of resources to attack. Comparably much of the other combat items...
by Xeorm
Tue Mar 26, 2019 3:37 pm
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 2015

Re: Early Defense Setup

For early defense the +damage upgrades work really well. The first upgrade alone doubles the damage output against medium biters with basic ammunition. (Yes, doubles. Not an exaggeration.) The second upgrade triples the damage compared to no upgrades. It's pretty required if you're still using the b...
by Xeorm
Thu Mar 14, 2019 4:23 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 706810

Re: [0.16] Sea Block Pack 0.2.17

What is the point of KS Power in this modpack? Bob adds tiered liquid fuel gens which imo work out nicer than KS's Oil Burner and Diesel line, and Burner isnt really needed. You could argue that it is there as solid fuel drain, but such drains are mostly used by people who dont want it to go to was...
by Xeorm
Sat Mar 09, 2019 4:48 am
Forum: General discussion
Topic: Why are tanks a requirement for uranium ammo?
Replies: 1
Views: 599

Re: Why are tanks a requirement for uranium ammo?

Their current view with technologies is to have anything unlocked be usable when you research it. You shouldn't need another tech in order to make or use it. So because uranium ammo gives uranium tank shells then that is required. Now they could split it up, sure, but I don't think that would be bet...
by Xeorm
Fri Mar 08, 2019 4:48 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 17096

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

Always love seeing graphical bugs like that. Wouldn't it be strange to see if blood actually stuck around in areas? Like mass murder of bugs would slowly turn the section redder?
by Xeorm
Thu Feb 28, 2019 7:55 pm
Forum: General discussion
Topic: Lazy Bastard and Deathworld, has it been done?
Replies: 4
Views: 869

Re: Lazy Bastard and Deathworld, has it been done?

Not much. In 0.16 you rapidly go from 0 items to 104 items, then you have to do a little dance to get your assembly machine 2 as #105, and you can't get assembly machine 3 without a refinery so your first refinery has to be handcrafted as #106. So without the ingredient limit, you just stop at #104...
by Xeorm
Thu Feb 28, 2019 6:46 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 15161

Re: [0.17.1] intro too hard

So I played through and did fail as well. Looking at the reasoning behind how the biters work compared to my methods, I can see why I failed. See, normally I'd say the game focuses on automation. You want to be producing enough to meet your needs, which usually means enough for science, enough for b...
by Xeorm
Thu Feb 28, 2019 5:16 pm
Forum: General discussion
Topic: Lazy Bastard and Deathworld, has it been done?
Replies: 4
Views: 869

Re: Lazy Bastard and Deathworld, has it been done?

Should be straightforward. You'll have a slight increase in difficulty compared to a regular start from the beginning being slow, but not needing assembly 2 to really get started is a big boost.
by Xeorm
Wed Feb 27, 2019 6:53 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 2363

Re: [0.17.0] Campaign 1 Observations

Played a bit earlier, didn't get all the way through, but here are my observations: The bits where the camera zooms over to look at the oncoming biters felt dull. Really seemed like a bit where I was expecting some sort of talk from the compilatron explaining what was happening. Something simple lik...
by Xeorm
Tue Feb 26, 2019 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Lag changing sound volumes
Replies: 4
Views: 393

[0.17.0] Lag changing sound volumes

Basically title. I go to change the volumes and it takes awhile. Up to a minute for it to register. Program is stopped otherwise while changing.
by Xeorm
Thu Feb 21, 2019 7:29 pm
Forum: General discussion
Topic: Accidentially made 42K repair packs... now what?
Replies: 13
Views: 2090

Re: Accidentially made 42K repair packs... now what?

Personally I'd just store them for later. That's a lot of repair packs to go through, but if the game lasts long enough you might see them all get used. But the easiest way to get rid of them would be to setup a separate spot and place a lot of chests with requests for repair packs. Then nuke it/fla...
by Xeorm
Tue Mar 20, 2018 6:25 pm
Forum: General discussion
Topic: High VRAM demand but in fact verly low GPU requirements
Replies: 23
Views: 6093

Re: High VRAM demand but in fact verly low GPU requirements

Yea, it comes from how they do their graphics compared to other contemporary games. Sprites are VRAM intensive. It comes with the territory. But, Factorio does keep the non-hd textures it's always had, so if you've got an older graphics card you should be fine.

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