Search found 259 matches

by HurkWurk
Mon Jun 25, 2018 1:14 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60724

Re: Friday Facts #245 - Campaign concept

late post to this thread, but for the tutorial, how hard would it be to separate science use, so that a research doesnt need to have all the science packs in it, but rather, separate research factories running in parallel to full a single common queue that isnt the building itself. so for instance, ...
by HurkWurk
Mon Jun 25, 2018 12:35 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31354

Re: Aren't construction bots available too late?

i do early game a lot as i spin up worlds with mod sets to see how they play, and i have often resorted to hand feeding the first 75 blue science to unlock advanced refining so that everything can convert over to petroleum and speed up building. that said, blue science is still a slow part of the ga...
by HurkWurk
Mon Jun 25, 2018 12:04 am
Forum: General discussion
Topic: Is there a shield tank mod?
Replies: 5
Views: 2220

Re: Is there a shield tank mod?

The tank in the game is pretty bad atm Tip: The Tank is not a battering ram. It's a mobile weapons platform with some ability to crush enemies, its weapons are unsurpassed until atomic bomb is unlocked. The two sustainable ways to use the Tank are to drive evasively while machine gunning or cannoni...
by HurkWurk
Mon Jun 25, 2018 12:02 am
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 12574

Re: Logistic Network Research

people tend to twist two concepts without realizing it. its not that you have to use bots. you dont. bases just naturally gravitate to bots because they are less impactful on updates, so as your game scales to a mega base, if you want to play at more than 1FPS, you are going to turn off some spaghet...
by HurkWurk
Sun Jun 24, 2018 7:14 pm
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8733

Re: Closing the pollution No Spoon achievement loophole?

personally its not that its a loophole, its that the achievements can be completed on a non-standard game at all. IE for certain achievements, they should require a 100% vanilla launch with no settings changes at all, while others can be independent of game mode. as they have already mentioned sever...
by HurkWurk
Sun Jun 24, 2018 7:11 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6830

Re: Is Mining Hardness/Power needed?

i'd be ok with removing hardness. i never really saw any value to being able to mine some materials faster than others. ive seen some mods use hardness to make a drill do more without also speeding up the animation as much, but that could be solved other ways. (add an easy entry line for animation s...
by HurkWurk
Sun Jun 03, 2018 12:07 am
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26186

Re: Reading Power capacity and demand

i think we need slightly intelligent power entities. what i mean is, the game should allow us to assemble 1 boiler and 2 steam engines into a power unit. the game would then calculate the energy of the whole unit as 1 thing with a supply and a result. so we would see fuel level, steam level, then tu...
by HurkWurk
Tue May 15, 2018 2:56 pm
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 16235

Re: efficiency of dragon's teeth on biters

its been my experience that dragons teeth work as they should. biters either attempt to path through, or they start chewing. in both cases, they are slowed down while my guns do their jobs. i use bob's enemies, so maybe he adjusts things, but frankly, I dont see any issues with the current way the w...
by HurkWurk
Wed May 09, 2018 4:44 pm
Forum: Off topic
Topic: energy talk : thorium.
Replies: 7
Views: 4217

Re: energy talk : thorium.

Koub wrote:Yeay, that's why the "build smaller" nuclear reactors is on a roll nowadays.
this has more to do with the regulation of nuclear fuels than the economy and safety.

again, in a game setting, where there is no government to control things, practical replaces regulated use.
by HurkWurk
Mon May 07, 2018 5:38 pm
Forum: Off topic
Topic: energy talk : thorium.
Replies: 7
Views: 4217

Re: energy talk : thorium.

i think people really misunderstand nuclear reactors. they arent unsafe. they are completely misused. back when we first started looking into nuclear steam generation methods, no one could really afford to do the research into what "safe" looked like. but US Navy looked at it entirely diff...
by HurkWurk
Mon May 07, 2018 4:00 pm
Forum: General discussion
Topic: "goldilocks" worlds
Replies: 8
Views: 3191

Re: "goldilocks" worlds

i currently use RSO with starting resources set to 8x.

before that, i used to make custom maps and just create starting ore fields in a ~300x300 area and delete all the normal resources that were there.
by HurkWurk
Mon May 07, 2018 3:55 pm
Forum: Gameplay Help
Topic: Slow oil field? Bad plumbing?
Replies: 11
Views: 11557

Re: Slow oil field? Bad plumbing?

what i do to maximize oil flow is have 3-4 connect into a tank, then use a pump directly off the tank to pipe directly to a tank at the rail line. each 3-4 > tank > pump > tank connection is separated so that no back flow happens and there is no flow restrictions. only at the tanks at the station ar...
by HurkWurk
Wed May 02, 2018 6:23 pm
Forum: Bob's mods
Topic: [16.39][bobmining_0.16.0] additional axes not working
Replies: 1
Views: 1215

[16.39][bobmining_0.16.0] additional axes not working

not sure what is causing it, but i double checked that mod settings had additional axes checked and even tried toggling it. both new games and reloaded saves, none of the new axes show up.
mod list attached in case it helps.
mod-list.json
(3.22 KiB) Downloaded 108 times
by HurkWurk
Tue May 01, 2018 10:05 pm
Forum: General discussion
Topic: Why use Beacons?
Replies: 17
Views: 33542

Re: Why use Beacons?

the only place i have ever used eff modules is around my rocket silos. most of the beacons were speed, with a few eff to cut the massive power use.
by HurkWurk
Fri Apr 27, 2018 2:45 am
Forum: Show your Creations
Topic: Bots based iron smelting
Replies: 13
Views: 14280

Re: Bots based iron smelting

beaconing efficiency is only useful on rocket pads as far as i have seen.
by HurkWurk
Thu Apr 26, 2018 8:23 pm
Forum: General discussion
Topic: Bunny shaped lake, easter egg?
Replies: 10
Views: 4182

Re: Bunny shaped lake, easter egg?

instructions unclear, saw a velvet elvis.
by HurkWurk
Wed Apr 25, 2018 4:58 pm
Forum: Gameplay Help
Topic: Where is this feature? How do I get it?
Replies: 8
Views: 2199

Re: Where is this feature? How do I get it?

maybe tap alt so overlays show ?
by HurkWurk
Tue Apr 24, 2018 9:47 pm
Forum: Gameplay Help
Topic: Chain Signal Confusion - Tutorials
Replies: 8
Views: 7337

Re: Chain Signal Confusion - Tutorials

my biggest issue was overcoming using too many main signals where i should have used chain signals. main signals allow trains to approach... chain signals make trains wait until the entire chain is clear. use the in game color coding to make sure the entire intersection is separated from the incomin...
by HurkWurk
Mon Apr 23, 2018 3:03 pm
Forum: General discussion
Topic: Factorio flaws
Replies: 48
Views: 16541

Re: Factorio flaws

the base game is exactly that. base. the game is about the community creating content and mods to make things different for those that are bored with the base game or want something with more complexity. myself, im not yet ready for the massive spaghetti that is the full bobs mods experience, but i ...
by HurkWurk
Thu Apr 19, 2018 3:56 pm
Forum: General discussion
Topic: Rotate electric pole
Replies: 5
Views: 3120

Re: Rotate electric pole

if your OCD is that high, look into bobs mods, bobs power includes upgraded electric poles and stuff, his substations get large enough range that you can put one on each corner of a block and they will connect and overlap, giving you a nice square wire layout.

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