I guess its time to beef up my defense before the update comes.
Flame thrower turrets will be even more important.
Search found 365 matches
- Mon Oct 14, 2019 6:30 am
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 30810
- 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.
this should be illegal.
- 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
the cost for follower robot count is not exponential
but you can use the research queue
- 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...
- 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...
- 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...
- 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...
- 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.
Even though it is still in alpha its mostly about polishing the game.
- 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...
- 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...
- 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
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%.
- 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
- 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
they are more convenient and also faster
- 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...
- 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...
- 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...
- 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
>minor update
>"fluid mixing prevention removed"
whoopsie
- 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...
- 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...
- 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...