Search found 93 matches

by xfir01
Wed Jul 31, 2019 4:12 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 137114

Re: Version 0.17.60

AngledLuffa wrote: ↑
Wed Jul 31, 2019 3:37 am
Surely 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.
Coal liquefaction will probably be preferred.
by xfir01
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...
by xfir01
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...
by xfir01
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...
by xfir01
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.
by xfir01
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 ...
by xfir01
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...
by xfir01
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 ...
by xfir01
Mon Apr 08, 2019 3:49 pm
Forum: General discussion
Topic: Why no Military Science?
Replies: 9
Views: 3256

Re: Why no Military Science?

Italian Cuisine wrote: ↑
Mon Apr 08, 2019 3:07 pm
Maybe there can be a few types of armor: utility vs military.
+1 for that.
by xfir01
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.
by xfir01
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.
by xfir01
Wed Mar 27, 2019 1:50 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16224

Re: A Deeper Look into Combat Robotics

ManaUser wrote: ↑
Wed Mar 27, 2019 2:02 am
I would prefer they be more like construction robots.
I like that idea, assuming you could throw them into roboports and add a 3rd zone to it: Construction, logistics, combat.
by xfir01
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...
by xfir01
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 ...
by xfir01
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...
by xfir01
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...
by xfir01
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...
by xfir01
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.
by xfir01
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

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