Coal liquefaction will probably be preferred.AngledLuffa wrote: βWed Jul 31, 2019 3:37 amSurely you see that these two statements are contradictory, right? You need massive piles of rocket fuel in a megabase, and the only way to get that now is AOP.
Search found 93 matches
- Wed Jul 31, 2019 4:12 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137114
Re: Version 0.17.60
- Wed Jul 31, 2019 4:00 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137114
Re: Version 0.17.60
Additionally, I'm worried about the delay of bots What delay? Construction bots require: Roboport Advanced Circuit [/u] gears steel Construction Bot Battery Sulfur + water [/u] Iron Copper Electric Engine Engine [/b][/u] Electronic Circuit Electronic Circuit Steel It is harder to make robots than b...
- Fri Jul 26, 2019 4:10 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281499
Re: Friday Facts #305 - The Oil Changes
Agreed. The oil system has been working just fine for the past, what, 3+, 4+ years? Why the sudden push to change what people were (mostly) happy with? Are they, though? The forums here aren't a representative sample of the overall playerbase. If you're here, you probably already know how oil worke...
- Fri Jun 28, 2019 8:49 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 3313
Re: Trains using the same track (signals etc)
You're not the first to struggle with trains/signalling. You might consider using a complete modular train system someone else has developed: https://forums.factorio.com/viewtopic.php?f=194&t=59517 https://forums.factorio.com/viewtopic.php?f=194&t=69540 There's also the 4 way intersection st...
- Thu Jun 27, 2019 2:50 pm
- Forum: General discussion
- Topic: Inventory Sort
- Replies: 8
- Views: 3209
Re: Inventory Sort
+1 Yes.
Only workaround I've found is to built a bunch of temp warehouses, ctrl-click different items and sort them in my player inventory -> temp warehouse, and then fill the original back up in a semi-ordered way, and pick up the temp storage.
Only workaround I've found is to built a bunch of temp warehouses, ctrl-click different items and sort them in my player inventory -> temp warehouse, and then fill the original back up in a semi-ordered way, and pick up the temp storage.
- Wed Apr 17, 2019 1:25 pm
- Forum: Off topic
- Topic: Question about Factorio inner engine.
- Replies: 6
- Views: 6311
- Mon Apr 15, 2019 7:34 pm
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6709
Re: Minimal nuclear power for artillery outpost?
Couple numbers you might find useful: A storage tank filled with heat exchanger 500Β°C steam stores around 2,400 MJ. Laser turrets take 800kj per shot or approximately 3000 shots per storage tank. Really, though, sounds like it'd be easier to just drag some power poles over to it. You'll need it for ...
- Thu Apr 11, 2019 1:28 pm
- Forum: General discussion
- Topic: Why no Military Science?
- Replies: 9
- Views: 3256
Re: Why no Military Science?
The only real difference between utility and military armor depends on what kind of modules are in it. You'd have to adjust resistances to account for that. Utility armor would have more module space but no resistance. One way to accomplish that would be to change the armor to "Armor Frames&qu...
- Wed Apr 10, 2019 1:29 pm
- Forum: Gameplay Help
- Topic: Defence design help
- Replies: 9
- Views: 3211
Re: Defence design help
Wall pattern we just used in our last Vanilla game looked like this: ZigZag pattern of wall, followed by a solid block of wall 3 thick. 5 tiles of blank buffer For for flame turrets space them out by putting a run of underground between them, with 2 lasers in front of them. Flame turret rang should ...
- Mon Apr 08, 2019 3:49 pm
- Forum: General discussion
- Topic: Why no Military Science?
- Replies: 9
- Views: 3256
Re: Why no Military Science?
+1 for that.Italian Cuisine wrote: βMon Apr 08, 2019 3:07 pmMaybe there can be a few types of armor: utility vs military.
- Thu Mar 28, 2019 2:50 pm
- Forum: General discussion
- Topic: [0.17.21] Enemies armor?
- Replies: 23
- Views: 6622
Re: [0.17.21] Enemies armor?
Explosive shells still work well, and as a intermediate product for artillery shells, it's not out of the way to make a plant for them.
- Thu Mar 28, 2019 2:40 pm
- Forum: Gameplay Help
- Topic: Pollution by device type
- Replies: 3
- Views: 972
Re: Pollution by device type
Go to the production statistics and check the newly added pollution tab ( 0.17.12+).
Spoiler: biggest polluter by far is mining drills.
Spoiler: biggest polluter by far is mining drills.
- Wed Mar 27, 2019 1:50 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16224
- Tue Mar 26, 2019 7:43 pm
- Forum: Releases
- Topic: Version 0.17.20
- Replies: 19
- Views: 13621
Re: Version 0.17.20
Why am not surprised (@dev_il)... I just wish the reason given for the removal wasn't so insulting as "just doesn't make sense to us" In order to attain the level of polish we want for the 1.0 release, we would need to spend a bunch of time implementing proper support for RTL layouts, and...
- Tue Mar 26, 2019 4:28 pm
- Forum: Balancing
- Topic: Satellite requires too many radars?
- Replies: 14
- Views: 3823
Re: Satellite requires too many radars?
I think the goal is to kill all the natives. Once you get a few more hours under your belt you'll understand the real goal is to kill trees, and the best weapon we have to do that? Pollution! Rocket launches are really just a side product of my pollution factory, so I don't worry about things like ...
- Mon Mar 25, 2019 3:51 pm
- Forum: General discussion
- Topic: Power Armour 2 Equipment
- Replies: 5
- Views: 4441
Re: Power Armour 2 Equipment
I carry 2 suits with me. One for building, one for general purpose. Building one has 4 fusion, 4 batteries, a nightvision and the 6 roboports. Works decent enough until the batteries drain. Then I switch out the batteries for solar panels and start mining the bots manually. No exoskeletons needed si...
- Mon Mar 18, 2019 11:16 pm
- Forum: Angels Mods
- Topic: [done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
- Replies: 5
- Views: 1916
Re: Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
http://i67.tinypic.com/b5nq60.jpg You want to connect the tank to the pump directly (no combinators needed). And then set the enabled condition on the pump to be the numerical value for 40% of whatever the capacity of the tank is. Here I'm using a standard storage tank, so 25,000 * .4 = 10,000. And...
- Mon Mar 18, 2019 9:25 pm
- Forum: Angels Mods
- Topic: [done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
- Replies: 5
- Views: 1916
Re: Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
The circuit condition setup wouldn't be too bad, you could do it with a single pump. Set the pump on the input for X and set the circuit condition to "on when fluid amount is < 40%". Set an additional overflow pipe to the sewage and you're done. Y and Z will always be on. When the amount i...
- Fri Mar 15, 2019 4:23 pm
- Forum: Gameplay Help
- Topic: Dealing with bot population/repartition
- Replies: 12
- Views: 3994
Re: Dealing with bot population/repartition
I don't know of any way to do this in vanilla.
With mods, you've got Inventory Sensor which makes it trivial. Maybe make a post in the ideas and suggestions forum for some additional bot info for the current roboport rather than network as a whole.
With mods, you've got Inventory Sensor which makes it trivial. Maybe make a post in the ideas and suggestions forum for some additional bot info for the current roboport rather than network as a whole.
- Thu Mar 14, 2019 7:23 pm
- Forum: Gameplay Help
- Topic: Dealing with bot population/repartition
- Replies: 12
- Views: 3994
Re: Dealing with bot population/repartition
Not sure this is possible within a single network. You can get the total and available bot counts for a network though.
If you split up your network you could probably do something like this: viewtopic.php?f=193&t=66884
If you split up your network you could probably do something like this: viewtopic.php?f=193&t=66884