Search found 141 matches

by syneris
Sat Feb 22, 2014 11:35 pm
Forum: General discussion
Topic: If you thought tower creeping was dull...
Replies: 37
Views: 16851

Re: If you thought tower creeping was dull...

You need an absurd setup to do this and you'll still lose laser turrets to massive nests and big worms. Have you actually used this method or just the concept. I was wondering about it myself, but worried about getting everything set up outside aggro range while still being able to push in the a bit...
by syneris
Sat Feb 22, 2014 11:25 pm
Forum: General discussion
Topic: Barrels and Trains
Replies: 6
Views: 4037

Re: Barrels and Trains

Only create a specific amount of barrels, this is the most important part. This can be limited by the number of cargo containers you are using, but we'll get to that later. Nothing special about the receiving station, just pull all filled barrels out and try to push empty barrels in. Make sure the r...
by syneris
Sat Feb 22, 2014 1:05 am
Forum: Resolved Problems and Bugs
Topic: [0.9.1] Chemical plant and oil refinery accept modules.
Replies: 3
Views: 2240

Re: [0.9.1] Chemical plant and oil refinery accept modules.

Productivity should be able to be used in items classified as intermediate products. According to the crafting tab, this should include almost all the oil products.
by syneris
Fri Feb 21, 2014 9:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.1] Chemical Plants petrolium gas values not rounded
Replies: 2
Views: 1021

Re: [0.9.1] Chemical Plants petrolium gas values not rounded

It isn't even displaying the right number as your plant has 4.5 units of petroleum.
by syneris
Fri Feb 21, 2014 9:33 pm
Forum: Balancing
Topic: Early trains
Replies: 36
Views: 19080

Early trains

Trains predate automobiles and the oil industry by many decades. Steam locomotives should be an option for early game before oil. Electric locomotives would come later that provide better efficiency. This seems like it would fit nicely with the existing systems to have the current trains not require...
by syneris
Fri Feb 21, 2014 3:32 am
Forum: Implemented Suggestions
Topic: zero-cost "planning" placement
Replies: 8
Views: 4038

Re: zero-cost "planning" placement

The tricky part is the controls for building and for changing the plans to ghosts. Shift clicking a ghost plan to confirm it for construction? Actually, (insert ghost build hotkey here) again to confirm. Might need to work with blueprints as those are mainly just a collection of ghost buildings. I ...
by syneris
Fri Feb 21, 2014 3:06 am
Forum: Resolved Problems and Bugs
Topic: [0.9] Save Corruption due to trains?
Replies: 4
Views: 1472

Re: [0.9] Save Corruption due to trains?

There is a known corruption bug that has been fixed for 0.9.1 dealing with blueprints in the second toolbar. Do you think you might have done this?
by syneris
Fri Feb 21, 2014 3:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Oil setup savefile
Replies: 0
Views: 4571

Oil setup savefile

I'm posting up my savefile for anyone who want to take a loot at my oil layout. If you are struggling to understand the new oil system, see how the primary component interact. My main layout is fairly straight forward with a belt of iron and a belt of copper. Iron consumers are on one side, copper o...
by syneris
Fri Feb 21, 2014 1:17 am
Forum: General discussion
Topic: Has nothing to do now
Replies: 17
Views: 7834

Re: Has nothing to do now

halida wrote:
luarvic wrote:How about this: make 1000 rocket defences
This has no meaning.. not fun.
What would be fun?
by syneris
Fri Feb 21, 2014 1:09 am
Forum: Show your Creations
Topic: Early game chests are for suckers
Replies: 6
Views: 10927

Re: Early game chests are for suckers

I don't think the chained setup will output all of its resources, only the last one will output, the others will just feed each other fuel. Yes, only the last output will provide resources. I haven't checked for balance changes in the year since I posted that, but the front miner should run out of ...
by syneris
Thu Feb 20, 2014 10:05 pm
Forum: Show your Creations
Topic: Early game chests are for suckers
Replies: 6
Views: 10927

Re: Early game chests are for suckers

You can still output to chests or belts with that concept. https://forums.factorio.com/forum/vie ... =425#p2398
by syneris
Thu Feb 20, 2014 4:42 am
Forum: Wiki Talk
Topic: Wiki: Renaming networks to systems?
Replies: 13
Views: 21526

Re: Wiki: Renaming networks to systems?

Wiki can be good for information, but dictionaries are great for defnitions. They have similar meanings, but aren't always interchangeable. The one that would stand out the most is that both can be nouns, but only network can also be commonly understood as a verb.
by syneris
Thu Feb 20, 2014 1:49 am
Forum: Implemented Suggestions
Topic: Set storage chest purpose
Replies: 11
Views: 7329

Re: Set storage chest purpose

I've always had this issue with storage containers, they just felt useless before. Now that the logistic network is connected with smart inserters, they work pretty good. I haven't completely reworked my entire factory to account for this, but most of what I have works great. No need to wire (unless...
by syneris
Wed Feb 19, 2014 7:38 pm
Forum: Implemented Suggestions
Topic: zero-cost "planning" placement
Replies: 8
Views: 4038

Re: zero-cost "planning" placement

Ghost building is really cool (I love blueprints too) and very helpful. A translucent image of the actual item you want to place is much nicer to look at then simple color shading zones (which there already is a lot of). You can also press alt to toggle detailed information that shows you what each ...
by syneris
Wed Feb 19, 2014 6:53 pm
Forum: General discussion
Topic: Blueprints
Replies: 15
Views: 6605

Re: Blueprints

Eg. I have designed my optimized layout for a research pack 1-production or my first furnace lines. I don't want to reinvent the wheel in every new game. Then what are you actually doing when you start a new game? If you just copy/paste you previous factory, then why restart? You have to research t...
by syneris
Wed Feb 19, 2014 6:26 pm
Forum: Resolved Problems and Bugs
Topic: 0.9.0 experimental release burner inserter
Replies: 6
Views: 2008

Re: 0.9.0 experimental release burner inserter

kovarex wrote:Hello, thank you for the notice, it has been fixed for 0.9.1
:arrow: on trains too?
by syneris
Wed Feb 19, 2014 6:24 pm
Forum: General discussion
Topic: Too much fuel.
Replies: 16
Views: 8579

Re: Too much fuel.

After running out of solid fuel while building and expanding, I have decided to not use it for boilers. I had 5 plants turning light oil in to solid fuel, thousands in stock, and excess heavy oil went to the steam engine. I let my production idle while restructuring my metal smelting layout using bl...
by syneris
Wed Feb 19, 2014 5:32 pm
Forum: Balancing
Topic: Are defenders useless?
Replies: 7
Views: 10662

Re: Are defenders useless?

I tried out some of the lower tier capsules this time around, but not in the early game. Poison seems to be the massive forest eliminator, but more costly than flamer for precision trimming. Not sure how well they do against camps, but worms are immune. Defender capsules didn't really do much (bulle...
by syneris
Wed Feb 19, 2014 7:05 am
Forum: Resolved Problems and Bugs
Topic: [0.9.0] crafting bug
Replies: 2
Views: 1236

Re: [0.9.0] crafting bug

Are you referring to single items or the list of sub-crafts that are shown? If it is the list, then that would be normal as they go in your inventory and would count towards your progress. If it is an item that takes a long time to craft and keep the progress when you cancel it halfway, that could b...
by syneris
Wed Feb 19, 2014 6:59 am
Forum: Resolved Problems and Bugs
Topic: [0.9.0] Tank false connection
Replies: 2
Views: 1189

Re: [0.9.0] Tank false connection

I've had a tank that didn't seem to want to connect in the the proper location (lower left side), so this might have caused it.

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