Search found 835 matches

by Aeternus
Wed May 23, 2018 9:53 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 15959

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

Players need PETROL but cars in this game run off solid fuels, not fluids. My mod adds liquid fuel, that's basically supposed to be petrol, but the use case is limited, it's only really useful in a fluid generator, or an intermediate. You could always set jerrycans of Liquid Fuel as a fuel source f...
by Aeternus
Wed May 23, 2018 7:00 am
Forum: Ideas and Suggestions
Topic: Defensive upgrades
Replies: 5
Views: 2401

Re: Defensive upgrades

A "MK2" version that replaces the weaker original (with better range, fire rate, more health or combination thereof) is fine. The way Bob's mods handle defenses is quite neat I think. Autoreplacement isn't needed - it's just that something better must become available by the time biters be...
by Aeternus
Wed May 23, 2018 6:36 am
Forum: Releases
Topic: Version 0.16.44
Replies: 11
Views: 12843

Re: Version 0.16.44

DRY411S wrote:Fixed two crashes caused by (train) crashes. :D
I suppose 16.40 gave them some debugging material for that bug ;)

Thanks for the update!
by Aeternus
Wed May 23, 2018 6:25 am
Forum: Gameplay Help
Topic: Throughput unlimited balancers
Replies: 15
Views: 16778

Re: Throughput unlimited balancers

It is as long as all 4 belts get fed or drawn from on either side... Right now you've got imbalanced in, imbalanced out.
by Aeternus
Mon May 21, 2018 5:11 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 9310

Re: Mining Uranium Should be Required

Perhaps your satellite could have some sort of nuclear power source? I'd say RTG, but that requires something other than Uranium, like Plutonium. Perhaps an RTG could be made from Plutonium, which is a byproduct of recycling a used fuel cell? Not only does it force you to have to mine uranium, but ...
by Aeternus
Sun May 20, 2018 4:04 pm
Forum: Minor issues
Topic: [0.16.43] Lab science flask consumption stats wrong.
Replies: 9
Views: 4250

Re: [0.16.43] Lab science flask consumption stats wrong.

You've found the reason why I don't chainfeed labs by inserters anymore. The problem is that while flasks are pushed through, the labs shut down since one of the flasks is missing, and it won't do research while all components aren't there. It's not like the nuclear reactor that an item is consumed ...
by Aeternus
Sun May 20, 2018 1:03 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 65418

Re: Please, no device dependent coordinates

Please, please stop measuring things, anything, in device dependent coordinates. Please stop using pixels. IMHO, nothing should ever surface pixels as a coordinate system, ever! The use of pixels has caused enormous amounts of pain as people switch to 4k displays. They will cause enormous amounts o...
by Aeternus
Sun May 20, 2018 12:48 am
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 9310

Re: Mining Uranium Should be Required

-> 1) Yellow science requires some thing made from uranium Yellow science requiring uranium would be problematic - before the Kovarex Enrichment you won't have much U-235 available. You'd end up needing to refine massive amounts of uranium just to do the research to enrich the U238. Using U238 would...
by Aeternus
Fri May 18, 2018 3:05 pm
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 15959

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

Well, to be honest, if you want an extremely efficient non-solar power setup, you're better off going nuclear anyway. Huge investment but once you get that going... I've not run the math but I think we're in the order of several dozen, if not hundreds of megajoules per uranium mined. I was merely po...
by Aeternus
Fri May 18, 2018 2:55 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 20408

Re: Whats your current game goal?

10k science per minute in a mirrored block design factory, consisting of a central structure factory and supply/recycling base, and 8x 1250 sci/min clusters in a mirrored block formation around it. Currently finished the first block and working on the support/structure factory in the center (since I...
by Aeternus
Fri May 18, 2018 7:40 am
Forum: General discussion
Topic: True end of Factorio
Replies: 17
Views: 8509

Re: True end of Factorio

Let's say they implement star gates. You can teleport to other planets and build there too. Other than possible exclusive resources, give me at least ONE reason the player may want to build there. Partitioning a gigacomplex across multiple worlds could potentially keep the visuals down a bit, it co...
by Aeternus
Thu May 17, 2018 12:58 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 11834

Re: On the capacity of trains

Once you have roboports, construction robots, and repair packs, could you use gates on an unsignaled rail system, and short trains (max length that won't destroy gates or rail cars when crashing at full speed), to prevent deadlocks and have trains queue by smashing into the gate or train ahead of t...
by Aeternus
Thu May 17, 2018 5:50 am
Forum: General discussion
Topic: Prod3 in mid/late-game science-pack production?
Replies: 15
Views: 6744

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

once you get the higher mining productivity bonuses the difference those modules make is negligable. Once you get high mining productivity the effective speed is still high, so you might as well put in some productivity modules. Except the prod bonus from the modules is additive with the one from m...
by Aeternus
Wed May 16, 2018 9:42 pm
Forum: Gameplay Help
Topic: Set a fixed output
Replies: 12
Views: 4975

Re: Set a fixed output

Darkfrei... that's an elegant solution - as long as the supply doesn't stutter, that's perfect. Much better UPS wise then a counter. I might need to pilfer that design :) Just one question. What happens if Black research isn't being used? Scoop those off of the end and recirculate? And Zavian: Thank...
by Aeternus
Wed May 16, 2018 9:38 pm
Forum: Ideas and Suggestions
Topic: Tank or bulldozer ?
Replies: 8
Views: 3693

Re: Tank or bulldozer ?

Yea. Tanks are also useful versus the true enemy of the Player: Trees :twisted:
Bulldozers are a nice idea I used to use the AAV Mining vehicle for automated forest clearing (more or less, it's not exactly perfect for that job).
by Aeternus
Wed May 16, 2018 5:53 pm
Forum: Gameplay Help
Topic: Set a fixed output
Replies: 12
Views: 4975

Re: Set a fixed output

Doesnt work - the infinite sciences increase in required research with each iteration, but keep the same time, so your labs will automagically speed up their consumption a little each time. Throttling needs to be done at at least one of the inputs. I'll see if I can make such a counter/timer work. N...
by Aeternus
Wed May 16, 2018 12:11 pm
Forum: Balancing
Topic: Some items becoming "useless" in lategame & changing recipes
Replies: 51
Views: 55214

Re: Some items becoming "useless" in lategame & changing recipes

metis_seeker wrote:It would be nice to at least have a building that will just get rid of your trash.
It's called a Wooden Chest. The trashcompactor is called a Tank. ;)
by Aeternus
Wed May 16, 2018 10:51 am
Forum: Gameplay Help
Topic: Set a fixed output
Replies: 12
Views: 4975

Re: Set a fixed output

Given that science consumption down the line is done in equal ratios, you only need to filter one of the research streams to throttle the whole thing. So simply throttle red as you usuall overproduce on that anyway, basic as it is. You want 100 science per minute. You will need: - A box to load prod...
by Aeternus
Wed May 16, 2018 10:06 am
Forum: Logistic Train Network
Topic: Ideas on how to ignore Artillery wagon's "cargo"?
Replies: 21
Views: 9034

Re: Ideas on how to ignore Artillery wagon's "cargo"?

Can't speak for LTN, but for vanilla there's some options: - If you know the cargo type that's going to be loaded, something like "Iron Ore >7999" could work for a 4 wagon ore train. - A station hooked to the circuit network could be used to send a circuit signal to the train to tell it to...
by Aeternus
Wed May 16, 2018 9:40 am
Forum: General discussion
Topic: True end of Factorio
Replies: 17
Views: 8509

Re: True end of Factorio

As the factory expands... ... building after building consuming resources... ... mines producing endless amounts of ore - after all, what else are you going to waste research on, if not mining productivity... ... and countless biters are ground up by bullets, lasers, nuclear explosions, or if you ar...

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