Search found 835 matches
- 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...
- 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...
- Wed May 23, 2018 6:36 am
- Forum: Releases
- Topic: Version 0.16.44
- Replies: 11
- Views: 12843
Re: Version 0.16.44
I suppose 16.40 gave them some debugging material for that bugDRY411S wrote:Fixed two crashes caused by (train) crashes.
Thanks for the update!
- 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.
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
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).
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).
- 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...
- 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
It's called a Wooden Chest. The trashcompactor is called a Tank.metis_seeker wrote:It would be nice to at least have a building that will just get rid of your trash.
- 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...
- 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...
- 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...