Search found 835 matches

by Aeternus
Mon Nov 12, 2018 3:12 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 40333

Re: The Problem With Pickaxes - Digging Out Factorio's Core

One might think this the greatest betrayal of all. Where once your factory served you, now you served your factory for an ever more elusive promise of ever greater power. It is no longer an extension of you, but you an extension of it. And now, that simple iron pickaxe that formed the basis of your...
by Aeternus
Fri Nov 09, 2018 3:31 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 159
Views: 64342

Re: Factorio (Server) ARM Build

Then here's it simplified for those who have terminology OCD: 32 bit Windows operating systems have a 2GB addressing space for applications (by default). Factorio needs more then 2GB to function properly. Therefor Factorio doesn't work well within a standard 32 bit environment. Therefor Factorio is ...
by Aeternus
Fri Nov 09, 2018 3:17 pm
Forum: Ideas and Suggestions
Topic: Production Alarms
Replies: 1
Views: 1280

Re: Production Alarms

My advice would be to use a workaround. Buffer some iron at your smelter. When the buffer goes below a threshold, use a programmable speaker to send an alert for that smelter. Allows you to keep it separate for each smelter, and keep an eye on which ones need a new mine attached to them.
by Aeternus
Thu Nov 08, 2018 8:12 am
Forum: Railway Setups
Topic: Making trains stop faster.
Replies: 12
Views: 9192

Re: Making trains stop faster.

Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignor...
by Aeternus
Wed Nov 07, 2018 5:33 am
Forum: Frequently Suggested / Link Collections
Topic: Female Character
Replies: 21
Views: 18982

Re: Female Character

Can't this be modded? The image used for the player changes based on the armor worn, so... mod in an armor set with a female avatar, problem solved, right?
by Aeternus
Tue Nov 06, 2018 12:04 pm
Forum: Railway Setups
Topic: Making trains stop faster.
Replies: 12
Views: 9192

Re: Making trains stop faster.

Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignore...
by Aeternus
Tue Nov 06, 2018 11:38 am
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 5956

Re: Condensers

Can't this be modded? Simply take the steam engine or turbine base, add another output or throughput to the side for water and add a water production at half the steam consumption into the mix. But to be honest... why would you even need to bother? It's not like water is rare... It can be done much...
by Aeternus
Tue Nov 06, 2018 11:30 am
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 12914

Re: "Big power" options, low UPS hit

Can confirm that anything with fluid mechanics tends to be a nightmare on UPS. I'm glad the fluid mechanics are getting a rework. Keeping the fluid system for your nuclear plant and refineries simple (minimizing pipe sections and pumps) helps a little. I've had to scrap a 10k SPM megaplant idea with...
by Aeternus
Tue Nov 06, 2018 10:18 am
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 5956

Re: Condensers

Can't this be modded? Simply take the steam engine or turbine base, add another output or throughput to the side for water and add a water production at half the steam consumption into the mix. But to be honest... why would you even need to bother? It's not like water is rare...
by Aeternus
Tue Nov 06, 2018 10:12 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 940367

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I'm not a fan of roundabouts... there's a secondary problem with them, if a train changes direction twice while on the roundabout (rare but it happens) the roundabout MUST be able to fit the max length of the train on the system. I found out the hard way that my own rounds were too small to fit the ...
by Aeternus
Wed Oct 17, 2018 3:45 pm
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 7381

Re: Fuels and their uses

Wood: Early on it can be a quick source of fuel, to be replaced by coal asap. Wood's useful for early electric poles, beyond that I treat it as garbage, to be incinerated in a wood burning facility. I'm surprised there's no "charcoaling burner" available to turn wood into usable coal. Coal...
by Aeternus
Wed Oct 17, 2018 3:24 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 20239

Re: The Green Dilemma

At endgame, when you've got nuclear going and are liberally dispensing beacons and prodmods, yea, speed/productivity is the way to go. But the green thumb has a place midgame. When you're juuust getting oil, are cranking out your first laser turrets and don't really have the fuel yet to keep on powe...
by Aeternus
Fri Oct 12, 2018 9:50 am
Forum: General discussion
Topic: Beaconed Liquefaction - is this right?
Replies: 13
Views: 5462

Re: Beaconed Liquefaction - is this right?

There's some scenarios I can think of - Low oil world with infinite ore settings comes to mind. How does a beaconed setup like this run efficiency wise, for the purposes of converting coal into better fuels? Worth it to "upgrade" coal to rocket fuel like this, or is it a net loss?
by Aeternus
Tue Sep 25, 2018 2:30 pm
Forum: General discussion
Topic: What happened to Factorio updates?
Replies: 36
Views: 14617

Re: What happened to Factorio updates?

Last FFF it was mentioned the fluid system is getting an overhaul. Stuff like that needs thorough testing, 'cause if it breaks... that tends to mess up everything. I don't mind them doing the work on their own pace... the game is fun as it is, certainly functional too. Need more features or another ...
by Aeternus
Thu Sep 13, 2018 1:43 pm
Forum: Show your Creations
Topic: Inserter production
Replies: 6
Views: 4587

Re: Inserter production

Fair design. It could use a (limited) buffer for copper to deal with those trains not being there, and for optimization also a buffer between the 2 green inserters feeding iron to the ElCirc factories. Stuff on the ground is bad since those inserters will never reach a resting/idle state. Also add a...
by Aeternus
Mon Sep 10, 2018 3:57 pm
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 23421

Re: Vanilla mine/train/smelter strategies - what and why?

Don't know my exact timecount but I reckon it's over 1k hours. It depends on the maturity of the factory, what I go for. Initially, when you're starting out and setting up building and low research production, I typically keep things fed from a small bus. The smelters are at the start of that bus, s...
by Aeternus
Sun Sep 02, 2018 5:03 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 66236

Re: Friday Facts #258 - New autoplace

I would expect landfill to produce desert or sand. Turning that sand into grass should need something more, like planting trees... Honestly, it should produce a distinct artificial gravel-y tile, separate from the natural tiles. But that's just cosmetic, and not a big deal to me personally. I like ...
by Aeternus
Fri Aug 31, 2018 12:09 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 66236

Re: Friday Facts #258 - New autoplace

It is good to see the map generator worked on. However, I'm not convinced that having absolutely no oil in the starting area is going to be a good idea, given how early in your research chain oil will be needed (basically, as soon as blue research becomes a must). Players unhappy with this will grav...
by Aeternus
Fri Aug 31, 2018 11:11 am
Forum: Not a bug
Topic: Artillery Strike Unlocks Golem Achievement
Replies: 11
Views: 5479

Re: Artillery Strike Unlocks Golem Achievement

Might actually be valid. The Artillery Shell deals 500 physical, 500 explosion. My guess is you survive the 500 physical (achievement), but then die to the 500 explosion or vice-versa.
by Aeternus
Thu Aug 30, 2018 12:05 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 54596

Re: Friday Facts #257 - NPE/Campaign update

If we add shallow water to Freeplay (which is not as simple as it sounds), then some people might be sad that there is the occasional Biter nest where you cannot use turret creep... The other reason is that then everyone will ask for aquatic biters *sigh* *grin* *evil laugh* Why? That biter nest ca...

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