Search found 365 matches

by JimBarracus
Mon Oct 14, 2019 6:30 am
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30810

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

I guess its time to beef up my defense before the update comes.
Flame thrower turrets will be even more important.
by JimBarracus
Mon Oct 14, 2019 5:50 am
Forum: Ideas and Suggestions
Topic: Update mods when you update the game
Replies: 10
Views: 1694

Re: Update mods when you update the game

playing a modded game and having automatic updates on is just pure madness.
this should be illegal.
by JimBarracus
Thu Oct 10, 2019 9:48 am
Forum: General discussion
Topic: Follower Robot Count - infinite research
Replies: 3
Views: 1637

Re: Follower Robot Count - infinite research

https://wiki.factorio.com/Technologies#Pricing_formulas
the cost for follower robot count is not exponential

but you can use the research queue
by JimBarracus
Tue Oct 08, 2019 5:07 am
Forum: Gameplay Help
Topic: What's wrong with my oil setup
Replies: 12
Views: 4634

Re: What's wrong with my oil setup

I also have trouble moving storage tanks around, what is the best solution there? Barrel the fluid? Just put down a new storage tank, setup a pump and pipe to transfer from the old to the new storage? Depends on the distance. Pumping the fluid to the new tank is the easiest and fastest option. To m...
by JimBarracus
Tue Oct 01, 2019 10:45 am
Forum: Ideas and Suggestions
Topic: Trash \ Water Pollution New Challanges
Replies: 5
Views: 1854

Re: Trash \ Water Pollution New Challanges

And as long as you can't just put it in chests then shoot the chests, this seems like it could be interesting. Just this. Items should be indestructable. destroyed chest -> items all over the place destroyed building -> rubble destroyed car/power pole etc -> steel wreck Should be possible that dest...
by JimBarracus
Tue Oct 01, 2019 4:46 am
Forum: General discussion
Topic: [0.17] Personal Defense TECH
Replies: 22
Views: 7146

Re: [0.17] Personal Defense TECH

By the way: The Factorio fusion reactor really looks more like a radioisotope thermoelectric generator to me (and yes, they can't explode either but more boom is better). the portable fusion reactor we know is a reference to the movie back to the future just like nuclear fuel with the fuel value of...
by JimBarracus
Mon Sep 30, 2019 12:26 pm
Forum: Gameplay Help
Topic: Early game large bitter bases clearing
Replies: 8
Views: 4965

Re: Early game large bitter bases clearing

Its far easier to clear biters with a rocket launcher. Setup a temporary oil pump with solar und bring some crude oil to your base One rocket only needs one explosive. Since you're close to the biters you should bring some flame thrower turrets and gun turrets and guard the oil field. You need 12500...
by JimBarracus
Thu Sep 26, 2019 5:57 am
Forum: General discussion
Topic: Energy work and a question
Replies: 9
Views: 2982

Re: Energy work and a question

I highly doubt, that there will be any major changes.

Even though it is still in alpha its mostly about polishing the game.
by JimBarracus
Mon Sep 23, 2019 12:35 pm
Forum: Gameplay Help
Topic: Creating a trigger when material ceases running on a belt
Replies: 21
Views: 6940

Re: Creating a trigger when material ceases running on a belt

My approach means far slower progress in creating the infrastructure, but the advantage manifests in the later stages of the game where far less time is spent setting up new mines and decommissioning them. Once a sufficient number of mines are up and running there's no longer an issue with how slow...
by JimBarracus
Mon Sep 23, 2019 9:44 am
Forum: Ideas and Suggestions
Topic: Tweak New Landfill Visual and Recipe
Replies: 7
Views: 2080

Re: Tweak New Landfill Visual and Recipe

starting to think about it, what bugs me even more is, that landfill needs stone, but you cant see even one stone. I guess these inaccuracies are something we have to live with. another example: how are the belts powered and how do the items stay on the belt even though there is nothing that prevent...
by JimBarracus
Mon Sep 23, 2019 7:57 am
Forum: Gameplay Help
Topic: Creating a trigger when material ceases running on a belt
Replies: 21
Views: 6940

Re: Creating a trigger when material ceases running on a belt

ozfoxaroo wrote:
Mon Jul 23, 2018 11:46 am
Tried that in the past but still killed off trees and aggro'ed the locals.
idling miners don't pollute since they have no drain.

Do you use efficienty modules?
This makes mining much easier.

I always use 3 Eff1 Modules on each miner and it reduces pollution by 80%.
by JimBarracus
Wed Sep 18, 2019 7:44 am
Forum: Gameplay Help
Topic: What's wrong with my oil setup
Replies: 12
Views: 4634

Re: What's wrong with my oil setup

you should also connect the light oil tank on the top right with the rest of the light oil
by JimBarracus
Mon Sep 16, 2019 6:21 am
Forum: Ideas and Suggestions
Topic: Vehicle recall/return to home command
Replies: 2
Views: 1095

Re: Vehicle recall/return to home command

most people use trains to get around
they are more convenient and also faster
by JimBarracus
Mon Sep 16, 2019 6:16 am
Forum: Gameplay Help
Topic: [0.16] Power Reading kW = MJ conversion Ratio measurement ticks
Replies: 5
Views: 2394

Re: [0.16] Power Reading kW = MJ conversion Ratio measurement ticks

https://wiki.factorio.com/Laser_turret https://wiki.factorio.com/Laser_turret_shooting_speed_(research) "Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing." a maxed out laser turret shoots 4.8 times a second. p...
by JimBarracus
Mon Sep 16, 2019 5:25 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Visualize Train on all track segments in screenspace
Replies: 8
Views: 2005

Re: Train Visualization - Visualize Train on all track segments in screenspace

Since the rail system is based on transport tycoon/open ttd. Would love to see a feature to place signal ghosts in a certain distance. Even though I'm not sure how to implement it since there is no god mode. Maybe in map mode, where you can only place ghosts anyway. https://wiki.openttd.org/Building...
by JimBarracus
Mon Sep 16, 2019 5:18 am
Forum: General discussion
Topic: [0.17.68]Indirect landmine "Nerf"
Replies: 5
Views: 2537

Re: [0.17.68]Indirect landmine "Nerf"

Then to get robots you "only" need lube, which "only" needs advanced oil... :D which means robots are further back in the game than they were before the oil change. most people rush for advanced oil anyway. Even though I noticed that the need is way lower now, because you dont n...
by JimBarracus
Mon Sep 16, 2019 5:15 am
Forum: General discussion
Topic: Fluid mixing saga - a sarkastic comedy - Act 23
Replies: 7
Views: 2703

Re: Fluid mixing saga - a sarkastic comedy - Act 23

I think it will end like the seperated fluid waggons
>minor update
>"fluid mixing prevention removed"

whoopsie
by JimBarracus
Fri Sep 13, 2019 5:11 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 39
Views: 10514

Re: Trains: Chain signals should factor in the length of the train

It's not about fixing design mistakes. It is. Its not that hard to rework at least the part of the track which this larger train would usually take. Anyway its extra bad design, when a train has to wait on the first block after a junction. The suggestion is about having the train network just becom...
by JimBarracus
Thu Sep 12, 2019 10:41 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 39
Views: 10514

Re: Trains: Chain signals should factor in the length of the train

Chain signals should let a train pass when it can clear the next full signal instead of when it can cross the next full signal. simple rule: the largest train has to fit in every block everything else is just bad track design there should always be enough space for a train to leave a junction. if t...
by JimBarracus
Wed Sep 11, 2019 6:45 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 27536

Re: Friday Facts #311 - New remnants 3

Oh, please no. Do not do that. Sometimes that is realy hard to understand what the building was here after biters destroy something before you have researched "ghosts"... And that go harder if there biter corpses lie over... And only one hour of ghost not so funny. Regular templates can l...

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