Search found 50 matches

by Ace_W
Fri Oct 26, 2018 4:39 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 14915

Re: New Achievement Ideas

There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode. Harder than hard : Set hard mode/ marathon and actually increase the difficulty. Still have to launch that rocket though. ;) Duct tape for eve...
by Ace_W
Fri Oct 26, 2018 4:13 am
Forum: Won't fix.
Topic: [0.16.51] Build-order effecting what gets power
Replies: 2
Views: 713

Re: [0.16.51] Build-order effecting what gets power

Interesting. Perhaps this can be used in a warning system. Will investigate when i can.
by Ace_W
Fri Oct 26, 2018 4:05 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 8548

Re: Artillery train nest clearing strategy

I use a resupply train for outpost ammo. The last car is an artillery wagon, which at every outpost delivers a small resupply of shells. 10-20 depending on settings. These are the resupply for a small amount of static artillery points. Usually 2-6 depending on how close to the frontline they are. Au...
by Ace_W
Fri Oct 26, 2018 3:47 am
Forum: Off topic
Topic: A Danger of Factorio
Replies: 9
Views: 6011

Re: A Danger of Factorio

What is this "Lunch" you speak of?
by Ace_W
Mon Oct 15, 2018 4:09 pm
Forum: Ideas and Suggestions
Topic: Important functionality missing: SpawnRelocation
Replies: 6
Views: 1314

Re: Important functionality missing: SpawnRelocation

A placeable beacon? Something to mark "spawn here!" And you could have several.

One near ammo and admit storage. Or the mall.
by Ace_W
Sun Jul 15, 2018 6:49 pm
Forum: Ideas and Suggestions
Topic: better fuel -> faster furnace?
Replies: 6
Views: 1721

Re: better fuel -> faster furnace?

I'd use a different additive percentage. That way your not using something like the top speed/acceleration percentages. Something brand new added on would be better i think. A furnace variable. So you can run either an electric furnace heavily beaconed, or a nuclear fuel powered steel furnace. Maybe...
by Ace_W
Mon Jul 09, 2018 5:52 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 10032

Re: Whats your current game goal?

Beat a RSO expensive recipe run. Post a possible general purpose outpost build here soon.
by Ace_W
Tue Jun 12, 2018 9:41 pm
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 17830

Re: My 1000 science per minute casual "megabase"

Stuff goes in, science comes out.

I like it! Very big congrats on reaching you goal!

How many bootstrap bases did you go through?
by Ace_W
Fri Feb 02, 2018 10:14 pm
Forum: General discussion
Topic: Deleting spawners within a radius?
Replies: 3
Views: 927

Re: Deleting spawners within a radius?

You can do this in game with artillery ;)
by Ace_W
Mon Jan 15, 2018 8:16 pm
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 19321

Re: Mining Outpost, how do you make them?

At first its a couple of gun turrets loaded with a stack of ammo in support of each other. Then it's a large power pole with a ring of laser turrets. Final solution is walking off a choke point and supplying it by train. With a mix of gun and laser turrets. Mining itself is standard rows and belts, ...
by Ace_W
Thu Oct 05, 2017 7:20 pm
Forum: General discussion
Topic: What is everyone's preferred train size
Replies: 70
Views: 21485

Re: What is everyone's preferred train size

Meanwhile in real life mining companies use quite ridiculously long trains, no grunting involved :) from https://en.wikipedia.org/wiki/Longest_trains, e.g. "BHP Billiton used to run iron ore trains of 336 car length, 44,500 tonnes of iron ore, over 3 km long, six to eight locomotives including...
by Ace_W
Wed Aug 30, 2017 1:42 pm
Forum: General discussion
Topic: Main Bus Design
Replies: 12
Views: 7309

Re: Main Bus Design

I've been playing the expensive recipes in.15+

Gotta say that while my iron needs are fairly well served by one 4-lane red bus, the copper kills me around purple and yellow science. I ended up with 8lanes of copper to feed the maw of science.
by Ace_W
Wed Jul 12, 2017 1:48 pm
Forum: Gameplay Help
Topic: Productivity and speed module have cap ?
Replies: 6
Views: 1727

Re: Productivity and speed module have cap ?

That's the unlimited research tech you are talking about?

If so, no there is no limit.

But you can only put in two product or speed modules in a mining drill.

I do not believe there is a cap on speed or productivity.
by Ace_W
Sat Jul 08, 2017 12:42 pm
Forum: Gameplay Help
Topic: deploy maximum capsules at once?
Replies: 6
Views: 1202

Re: deploy maximum capsules at once?

I am curious as to the answer myself.
by Ace_W
Mon Jun 26, 2017 7:52 pm
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 5664

Re: Stop Blueprints escaping their Books

I think the problem is you gave us a new function (the ability to label via graphic markers) and didn't follow through. So what players seem to be asking for is an expanded functionality of those markers. The ability to select a blue print from the book grid, and have it zip back without ending in i...
by Ace_W
Wed Jun 07, 2017 4:34 pm
Forum: General discussion
Topic: Logistic Network Needs to be smarter
Replies: 44
Views: 8978

Re: Logistic Network Needs to be smarter

I would like a way to assign, or otherwise designate, a bot area via the roboports. Like area 1, area 2, ect.. And have a way to automatically assign a group of bots to it. At work so I don't have any PhotoShop. But id want the areas to overlap too. And be nameable. That would allow something like t...
by Ace_W
Mon Jun 05, 2017 8:14 pm
Forum: Gameplay Help
Topic: How to use first bots in 0.15
Replies: 6
Views: 1161

Re: How to use first bots in 0.15

It would work if not for one crucial thing - without speed upgrades (that you might not have access for quite some time after having construction bots) they will be slow as molases ;) Sadly other mods like Nanobots there is no way to use blueprint efficiently now until at least blue science I think...
by Ace_W
Thu Jun 01, 2017 2:54 pm
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 22515

Re: Kovarex Enrichment Process unbalanced?

The process should be reballanced to make large amount of raw U-238 unusable for power. Right now you can basically use 100% of your U-238 to make U-235 and use it for power. Maybe instead of consuming three of U-238 the enrichment process should produce another U-238 that's depleted for good and i...
by Ace_W
Tue May 30, 2017 2:43 pm
Forum: General discussion
Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
Replies: 28
Views: 5615

Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?

Unless someone has a handy graph to show off? Courtesy pichutarius , and OP . Unfortunately, his turret damage graph doesn't show depleted uranium ammo, but I'm pretty sure it would be up around where the tank is. The tank curve really makes me long for vanilla cannon turrets. thank you! And that i...
by Ace_W
Sun May 28, 2017 2:39 am
Forum: General discussion
Topic: warehouse
Replies: 40
Views: 7189

Re: warehouse

Not exactly. I usually only have a couple of large ore trains in waiting. With about one train per patch. It varies, but usually doesn't back up.

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