Search found 980 matches
- Fri May 13, 2016 4:25 pm
- Forum: News
- Topic: Friday Facts #138 - Better Circuit Network III
- Replies: 59
- Views: 28345
Re: Friday Facts #138 - Better Circuit Network III
First off, congratulations on the awards they are awesome and certainly well deserved! :D Although I don't use Circuit Networks a ton right now, all these changes seem awesome and might prompt me to learn more and start using the Circuit Network more. Especially now that Belts and stuff can be conne...
- Thu May 12, 2016 7:28 pm
- Forum: General discussion
- Topic: A feeling of pure joy
- Replies: 3
- Views: 1393
Re: A feeling of pure joy
Lol this gave me a good laugh. It's actually a lot more entertaining than I thought it would be to beat biters with your gun, fist or pickaxe every once in a while.
- Sun May 08, 2016 5:37 pm
- Forum: Gameplay Help
- Topic: Backed up inserters
- Replies: 10
- Views: 2736
Re: Backed up inserters
As something else mentioned, only the bots in the specific roboport that the repair packs are in will use the packs. This can cause some issues as you might want imagine. So you can probably fix your current problem and prevent another just by leaving the packs in a passive provider or storage in th...
- Sun May 08, 2016 5:34 pm
- Forum: Show your Creations
- Topic: My factory
- Replies: 4
- Views: 2311
Re: My factory
Wow that is one massive oil deposit. Lol
I also like how you're built around the lake, adds a nice non-industrial look to the base.
I also like how you're built around the lake, adds a nice non-industrial look to the base.
- Sat May 07, 2016 4:22 pm
- Forum: Questions, reviews and ratings
- Topic: [YouTube] Factorio Mod Spotlights
- Replies: 15
- Views: 56561
Re: [YouTube] Factorio Mod Spotlights
Anndd it's been forever since I updated this. :/ Apologies for that guys, but the good news is there is a lot of new awesome spotlights to check out since last update! :D You can find them here: Advanced Weaponry 0.3.1 Drone Home 0.1.0 Combat Units 0.1.0 Smart Trains 0.3.81 More Oil Production 1.0.1...
- Fri May 06, 2016 4:58 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 72244
Re: Friday Facts #137 - The release scarecrow
I'm opposed to the complete removal of the stack size bonus from the existing inserters. If the rapid inserters aren't smart, it will make unloading mixed cargo wagons a lot slower (since smart inserters won't have the stack size bonus anymore) If the long inserters don't have the stack bonus, it w...
- Thu May 05, 2016 5:25 pm
- Forum: Gameplay Help
- Topic: Factory Help? Check if it's efficient?
- Replies: 2
- Views: 1638
Re: Factory Help? Check if it's efficient?
Couple of tips from my experience. :) It is probably best to keep Red and Green Science each in their own Lane of the belt rather than mixing them like that. So like Red on the left side of the belt, green on the right, or vice versa. It is pretty much always better and recommended to directly inser...
- Wed May 04, 2016 2:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21926
Re: [MOD 0.12.x] Avatars
This is extremely cool sounding! There are so many possibilities with this. :D I can imagine like creating one and leaving it at an outpost with some resources and miners and then when there is an issue at the outpost or you need to expand the mining you could hop over to the avatar there and get it...
- Fri Apr 29, 2016 4:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Cars on Belts - Not just a highway
- Replies: 11
- Views: 33221
Re: Cars on Belts - Not just a highway
Interesting idea! Cars so have su h a large inventory that I can see how you could transfer a ton of items this way.
Might try this out on my own and experiment with it.
Might try this out on my own and experiment with it.
- Fri Apr 29, 2016 4:21 pm
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 42430
Re: Friday Facts #136 - Map Transfers
While I didn't understand a ton of the technical stuff, it was still fun to read and gave me a better idea of how things work behind the scenes.
Very glad the transfer speed should be faster now though!
Very glad the transfer speed should be faster now though!
- Thu Apr 28, 2016 4:45 pm
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 20441
Re: Productivity modules: where do you draw the line?
I think it depends on your current needs. I find they are good for smelting if your low on ore or for making expensive products like processing units or something. Also great to use in all stages of oil processing if you are low on oil. However if I do use them, I almost use beacons with Speed Modul...
- Thu Apr 28, 2016 4:42 pm
- Forum: General discussion
- Topic: Hello!
- Replies: 5
- Views: 2138
Re: Hello!
Welcome to the Factorio community! Hope you enjoy the game!
- Sun Apr 24, 2016 4:52 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 158983
Re: Random Word Association Game
Laughing
- Sun Apr 24, 2016 4:49 pm
- Forum: Gameplay Help
- Topic: can't see the content of network items
- Replies: 3
- Views: 3285
Re: can't see the content of network items
Yeah this has been a problem for a long time I think. To my knowledge there isn't really a way to fix this except maybe make the GUI scale smaller. But the m not sure if you can even reduce it below the default 100%. If your open to mods then I would suggest the Advanced Logistics mod found here:htt...
- Sat Apr 23, 2016 4:59 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17443
Re: how many logistic/construction robots needed?
I don't think there is any standard number. Typically you will probably need more Logistics bots than construction ones unless your doing a ton of Blueprint building and not much actual production using Logistics bots. A good way to tell is just wat h the number of bots in the system ( by mousing ov...
- Sat Apr 23, 2016 4:56 pm
- Forum: Gameplay Help
- Topic: Compact designs?
- Replies: 2
- Views: 2526
Re: Compact designs?
To be honest that's actually really quite good. A lot more compact and organized than most my factories and I've been playing for like 2 years. Lol A few tips or suggestions though. Putting copper cable on a belt to feed circuits is typically advice against because of throughput issues due to how fa...
- Sat Apr 23, 2016 4:51 pm
- Forum: Gameplay Help
- Topic: I'm at a roadblock.
- Replies: 4
- Views: 1869
Re: I'm at a roadblock.
Yeah blue science is certainly a challenge. I struggled with it a lot the first few times I tried to get it all working. At this point I find it easiest to just go through it step by step. So first I figure out how many blue packs I want to produce. Typically it is 12 assemblers worth since the pack...
- Sat Apr 23, 2016 4:39 pm
- Forum: General discussion
- Topic: Burner inserters need burner assemblers.
- Replies: 3
- Views: 1730
Re: Burner inserters need burner assemblers.
Yeah I agree a burner assembler would be pretty cool. Although it's not in the game, there is a mod that adds it if your interested.
viewtopic.php?f=93&t=14072
viewtopic.php?f=93&t=14072
- Fri Apr 22, 2016 4:35 pm
- Forum: News
- Topic: Friday Facts #135 - Getting Organized
- Replies: 60
- Views: 32515
Re: Friday Facts #135 - Getting Organized
I enjoyed the change of context for this FF actually. I TN no the direction for organization and managing and such that your going towards is good. Especially the short discussion/presentation thing will probably help quite a bit. Also, that flamethrower turret looks awesome! :D Can't wait to try ou...
- Thu Apr 21, 2016 4:18 pm
- Forum: Gameplay Help
- Topic: electricity help!
- Replies: 4
- Views: 2209
Re: electricity help!
In addition to o what Serenity said, make sure all your power lines are actually connected together and are connected to the Steam Engines setup and whatever you are trying to power. Also you need to actually hook up a power draining structure to get things working. If there is nothing hooked up tha...