Search found 835 matches

by Aeternus
Wed May 16, 2018 8:15 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 19452

Re: Remove or tweak heavy oil to solid fuel recipe.

Isn't that nice? We nearly break even while making heaps of useful petrol, or we can process a third more energy out of our coal by sacrificing the petrol output. That kind of positive outcome makes me want to build more factory. :mrgreen:
Add some productivity modules into that mix, along with ...
by Aeternus
Wed May 16, 2018 7:54 am
Forum: General discussion
Topic: Prod3 in mid/late-game science-pack production?
Replies: 15
Views: 7918

Re: Prod3 in mid/late-game science-pack production?

It largely depends on what you want to do. Personally I do prefer to have the higher tier production assigned PM3's before going with rockets. Stuff like low density structure, rocket control mods, blue + yellow + purple science and of course the rocket platform itself all have expensive production ...
by Aeternus
Wed May 16, 2018 7:00 am
Forum: Gameplay Help
Topic: Bulk removing circuit connections?
Replies: 2
Views: 1727

Re: Bulk removing circuit connections?

Mkay, I want to do this with selected structures, not factory-wide. But that code snipplet should help, I should be able to combine it with the way the deconstruction planner works to create a selectable "circuit disconnector" item. Thanks :)
by Aeternus
Tue May 15, 2018 9:02 pm
Forum: Gameplay Help
Topic: Bulk removing circuit connections?
Replies: 2
Views: 1727

Bulk removing circuit connections?

Is there an easy way to remove a circuit connection from a number of objects all in one gulp? A destructor for these? I can't find a "circuit signal" filter in the destruction marker.

Reason: I've previously used circuit networks heavily on stations and whatnot, but given they're not really used ...
by Aeternus
Tue May 15, 2018 7:38 pm
Forum: Show your Creations
Topic: Bots based iron smelting
Replies: 13
Views: 18037

Re: Bots based iron smelting

Here's mine, extremely compressed. The pattern is repeatable for a heavily beaconed production modded smelter, no space wasted. Smelter speed factor is 5.4. My megabase runs on this design, usually in 24x24 clusters.

What kind of production rates can you get with that? Overall I've produced ...
by Aeternus
Tue May 15, 2018 3:26 pm
Forum: Pending
Topic: [kovarex] [0.16.42] Crash: Energy source to migrate not found.
Replies: 5
Views: 1729

Re: [kovarex] [0.16.42] Crash: Energy source to migrate not found.

Could be similar to that belt-replace mess which was recently patched. Bobs mods feature power poles, boilers and steamengines with upgraded versions, and the mod list contains an upgrade planner mod. Maybe it's another case of ghost object over real object triggering this?
by Aeternus
Tue May 15, 2018 3:21 pm
Forum: Ideas and Suggestions
Topic: Tank bots
Replies: 2
Views: 1242

Re: Tank bots

AAV is the mod you are looking for. You can automate vehicles with turrets and move them along with you - tearing fecal matter up as you go. Vehicle grids meanwhile can include automatic laser defenses like you can use in power armor.
by Aeternus
Tue May 15, 2018 3:16 pm
Forum: Ideas and Suggestions
Topic: Defensive upgrades
Replies: 5
Views: 2893

Re: Defensive upgrades

One thing I would appreciate is a way for the Gun Turrets to get some more hitpoints. A few farts from a behemot spitter and they keel over.
They are early tech, so yea, they are weak initially. But it sadly stays that way.

As for PvP... is that really what Factorio's about? Heck, even cooperative ...
by Aeternus
Tue May 15, 2018 11:11 am
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 20601

Re: efficiency of dragon's teeth on biters

Simpler pathfinding could also solve it.
When path is blocked - If blocking object is not owned by the biter force/faction - Start chewing through. Trees, rocks, walls, nuclear reactors at 900 degees... Biters do what biters do best.
by Aeternus
Tue May 15, 2018 8:34 am
Forum: Gameplay Help
Topic: Wondering if my Factorio is broken
Replies: 8
Views: 3790

Re: Wondering if my Factorio is broken

Also, if you want to make a screenshot without glare, just press printscreen on your keyboard, then paste the result in a graphics application (MS Paint for instance). You can also edit it a bit that way.
by Aeternus
Tue May 15, 2018 8:13 am
Forum: General discussion
Topic: Can I stay with 0.15 on Steam after full release?
Replies: 13
Views: 5753

Re: Can I stay with 0.15 on Steam after full release?

Here's to hoping TOGoS just draws heavy inspiration from RSO. It deserves to become part of the core game - with a few tweaks. Wouldn't be the first time a really successful mod is just absorbed into vanilla :)
by Aeternus
Tue May 15, 2018 7:45 am
Forum: Ideas and Suggestions
Topic: Remember inventor filter settings on death
Replies: 6
Views: 3308

Re: Remember inventor filter settings on death

So a workaround would be to have the filtered inventory slots at the top - the ones you don't lose when power armor is lost.
by Aeternus
Tue May 15, 2018 5:53 am
Forum: Show your Creations
Topic: Bots based iron smelting
Replies: 13
Views: 18037

Re: Bots based iron smelting

Here's mine, extremely compressed. The pattern is repeatable for a heavily beaconed production modded smelter, no space wasted. Smelter speed factor is 5.4. My megabase runs on this design, usually in 24x24 clusters.
by Aeternus
Tue May 15, 2018 4:34 am
Forum: Gameplay Help
Topic: Inserter vs UPS
Replies: 10
Views: 10502

Re: Inserter vs UPS

Power poles are free, but everything else that reads or outputs to the circuit network costs UPS. The cost is a small fraction (10%?) of a normal entity. Circuit networks never go to sleep for inactivity so it can add up quickly.
Yikes. I've added circuits to every one of my stations... Guess I ...
by Aeternus
Mon May 14, 2018 4:55 pm
Forum: Gameplay Help
Topic: Trains with multiple stations
Replies: 14
Views: 11631

Re: Trains with multiple stations

Simple solution.

The signal leading towards the stations (before it branches out to the various stations with the same name) should be a Chain Signal. Trains passing a chain signal are denied to go to a path leading to a red signal, so that basically auto-sorts your trains and stations. It'll also ...
by Aeternus
Mon May 14, 2018 4:49 pm
Forum: Bob's mods
Topic: [0.16.42] bob_power bug after latest update
Replies: 9
Views: 4617

Re: [0.16.42] bob_power bug after latest update

Here's to never needing error handling, ay Bob? :D

Seems like a fairly simple fix though.
by Aeternus
Mon May 14, 2018 11:09 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 19452

Re: Remove or tweak heavy oil to solid fuel recipe.

Honestly, the more I think, the more I'd like there wasn't an "advanced poil processing" tech, and that basic and advanced were all unlocked with the same green research. I am able to pinpoint where I lose the pleasure to play in my new games, and it's usually when I have researched most of the ...
by Aeternus
Mon May 14, 2018 7:56 am
Forum: Gameplay Help
Topic: Inserter vs UPS
Replies: 10
Views: 10502

Re: Inserter vs UPS

Moving inserters are bad for UPS. Stopped inserters are almost free. So the goal is minimize the time inserters spend moving.
Inserters emptying furnaces can be slowed down for a stack size of 12 every time, using a circuit network clock. However, the circuit network also eats UPS. The result is a ...
by Aeternus
Mon May 14, 2018 2:05 am
Forum: Gameplay Help
Topic: Inserter vs UPS
Replies: 10
Views: 10502

Re: Inserter vs UPS

Typically, stack inserters are better for UPS in most cases. When a building is idle or doesn't need resources, any inserters attached to it are also idled. Since stack inserters move more cargo per swing, they will be working less of the time typically. The only places where stack inserters are not ...
by Aeternus
Mon May 14, 2018 12:27 am
Forum: Show your Creations
Topic: Simple module fabrication
Replies: 10
Views: 7595

Re: Simple module fabrication

Challenge completed (took a while due to RL stuffs).
Blueprint:
0eNqdWu1O4zAQfJf8bk5ZO/7qq5xOp9L6iqU0iZIUHUK8+7lQBByp2Z1fCGhnvN4dz66Tp+quO8dxSv1SbZ+qtB/6udr+fKrmdOx33eVvy+MYq22VlniqNlW/O11+281zPN11qT/Wp93+PvWx1tXzpkr9If6ttvT8a1PFfklLiq94L788/u7Pp7s45Q+UkTbVOMz5y0N/WUEGrJXdVI/5p84kU9ynlzXNY4yH ...

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