Search found 65 matches

by imTheSupremeOne
Thu Apr 30, 2020 7:07 am
Forum: Ideas and Suggestions
Topic: Optional smarter search
Replies: 0
Views: 938

Optional smarter search

Add additional optional feature, just like fuzzy search, but one that would show you a "Processing unit" on a search terms like "circuit", "blue". And so for "circuits" it would show you green and red aswell, and for "blue" it would also show you oth...
by imTheSupremeOne
Tue Apr 28, 2020 4:11 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 4683

Destroyers require a buff

Prelude: please don't merge this topic with another one. I see how there could be other treads proposing buff to combat robots, but, this one is about current experience from my deathworld... Today I was doing a 100 robots per time achievement, with the most expensive laser combat robots(destroyers)...
by imTheSupremeOne
Mon Apr 27, 2020 9:23 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 2509

Re: Balancers in endgame

astroshak wrote: ↑
Sun Apr 26, 2020 12:56 pm
If you are using Loaders, you are playing modded. What’s one more mod?
These are vanilla loaders from creative(freeplay) scenario, as well as setting that makes all world in lab tiles.
by imTheSupremeOne
Sun Apr 26, 2020 4:13 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 2509

Re: Balancers in endgame

overtime all "belt branches" would fill up, so balance won't matter, as everything should be supplied and input should be slightly bigger than the rate at which it will be consumed... If you assume that, it is easy. Put 5 splitters in a row, all with output priority: left. This creates a ...
by imTheSupremeOne
Sat Apr 25, 2020 11:54 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 2509

Balancers in endgame

Let's say I have a 5 blue belts that carry from factory 37-40 green circuits per second on every belt... And I want to split it between other factories, which inputs may not use all available input, but that would require me to have bigger amount of belts for the output... For example, like, 3 divis...
by imTheSupremeOne
Wed Apr 22, 2020 5:19 am
Forum: Gameplay Help
Topic: Why my smelter have gaps?..
Replies: 4
Views: 1525

Re: Why my smelter have gaps?..

Here is a blueprint string. I don't use mods, creative items from base Factorio. To satisfy the belt I need 12.8 furnaces, and I have 14, so it's 7 for each lane while I need only 6.4. And this is true in game as 2 my furnaces at the end and at the middle-end are working partially and are overloaded...
by imTheSupremeOne
Wed Apr 22, 2020 5:11 am
Forum: Gameplay Help
Topic: Why my smelter have gaps?..
Replies: 4
Views: 1525

Why my smelter have gaps?..

Why am I, occasionally, having gaps on the both sides of a belt? I have more then enough furnaces(14>12.8) to satisfy blue belt. I've googled similar issues and tried to load on underground belts, and mb it somehow reduced their frequency but not completely removed it. https://i.imgur.com/3Cjg1uK.png
by imTheSupremeOne
Sun Apr 19, 2020 3:40 am
Forum: Energy Production
Topic: Modular Nuclear Reactor setups with steam buffer tanks
Replies: 0
Views: 2466

Modular Nuclear Reactor setups with steam buffer tanks

* By modular I mean that they are composed from "one-thing only" modules connected in series, unlike the most setups that are parallelizing heat between many small modules. Connecting things in series require solving throughput issues, but it's allowing to make things more compact; to be e...
by imTheSupremeOne
Fri Apr 17, 2020 8:43 pm
Forum: Energy Production
Topic: Compact rectangular 2x2 Nuclear Reactor, 480 MW. No steam buffer tanks.
Replies: 2
Views: 3294

Compact rectangular 2x2 Nuclear Reactor, 480 MW. No steam buffer tanks.

https://i.imgur.com/bY4Pesl.png One hour full load graph: https://i.imgur.com/V2vJcnZ.png Blueprint: 0eNrNnc2S3biVbl/FkWOpA9/GL2tw3+COe9DhqEhJR1UZLaUUqUzfdjvq3W+qqqRKu4hzsL7DgT1x2DrYSRCbwCK4ufiPmzcfnk6fH+7uH29++MfN3dtP919ufvivf9x8ufvp/vbD1//v8e+fTzc/3Nw9nj7evLq5v/349X99eTzdfnz9+PTw5u7+dPPLq5u7+3en/...
by imTheSupremeOne
Thu Apr 16, 2020 3:10 am
Forum: Ideas and Suggestions
Topic: Make underground pipes only 1 tile longer, please :)
Replies: 15
Views: 5410

Re: Increase underground pipe distance by one

i also agree because underground pipes teleport fluids and any fewer number of fluid boxes we have to use, the better. I don't actually think that this change will do anything meaningful for tps, because if you are concerned for tps you should be doing things smart way, and just don't have unreason...
by imTheSupremeOne
Thu Apr 16, 2020 12:56 am
Forum: Ideas and Suggestions
Topic: Make underground pipes only 1 tile longer, please :)
Replies: 15
Views: 5410

Increase underground pipe distance by one

Nuclear reactors have many challenges. Because of throughput losses for heat and liquids, and the volume of flowing liquids you have to put everything close together. Idk how to specify that, but, because of sizes and geometry, and the thing that you have to put everything close together almost ever...
by imTheSupremeOne
Wed Apr 15, 2020 3:09 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 6260

Re: Deathworld shouldn't be about time race

Not really sure how you managed to get deathworld settings on a default map though. Sounds mainly that you messed up your initial settings and made things much harder than you intended. The default gameplay mode has always been that the biters are there but not overwhelming, and act as a drain on y...
by imTheSupremeOne
Fri Apr 10, 2020 2:56 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 6260

Deathworld shouldn't be about time race

I'm mostly a deathworld player, but this time I've decided to go with a calm default settings... I created my world, didn't changed richness of ores, wasn't looking and rerolling map to get ores close, and increased enemies to 200% to still have some challenge from biters. I was playing really relax...
by imTheSupremeOne
Wed Apr 08, 2020 6:18 pm
Forum: Ideas and Suggestions
Topic: Small biters shouldn't disappear completely on high evolution
Replies: 0
Views: 566

Small biters shouldn't disappear completely on high evolution

I was running around biters nests in old generated areas, and some of them still had around old cute small biters and spitters left... That looked much cooler β€” to see a variety of biters, unlike those nests around me that are just plain bigs and a few mediums. They are so cute and tiny in compariso...
by imTheSupremeOne
Tue Apr 07, 2020 4:56 pm
Forum: Not a bug
Topic: Whitelist at deconstruction planner doesn't work
Replies: 2
Views: 927

Whitelist at deconstruction planner doesn't work

I whitelisted a power pole to my deconstruction planner, but it still tries to remove all entities:

Image
Image
by imTheSupremeOne
Sat Apr 04, 2020 5:31 am
Forum: Balancing
Topic: You should be able to rotate placed car
Replies: 0
Views: 1305

You should be able to rotate placed car

Car controls in Factorio are somewhat hard, and turns require both space and takes a time, so in most cases you are taking back your car or tank in your pocket, and placing it back, rotated the way you need to... And I see this as a problem β€” because why do you use Rocket and Nuclear fuel as you con...
by imTheSupremeOne
Sat Apr 04, 2020 2:17 am
Forum: Ideas and Suggestions
Topic: Pipette tool on damaged entity should select repair pack
Replies: 4
Views: 1547

Re: Pipette tool on damaged entity should select repair pack

netmand wrote: ↑
Thu Apr 02, 2020 3:05 pm
please no... don't want my cursor flipping out while clearing biters.
But imagine all that times that it would be handy and not require you to have Repair Pack in hot slots or mousing it every time...
by imTheSupremeOne
Fri Apr 03, 2020 1:36 am
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5206

Re: Remove Train Stop research, add Train Stop to first "Railway" research

Good point! Why did you create this thread, then? Anyway, having more technologies is not a negative, you know. Each researched technology comes with a satisfying sound effect and a motivational boost for the player. It's more satisfying to research two 75 pack technologies compared to one that cos...
by imTheSupremeOne
Thu Apr 02, 2020 2:54 pm
Forum: Ideas and Suggestions
Topic: Pipette tool on damaged entity should select repair pack
Replies: 4
Views: 1547

Re: Pipette tool on damaged entity should select repair pack

It's also can suggest you wire on a power switch, but it's somewhat really rare case actually....
by imTheSupremeOne
Thu Apr 02, 2020 1:06 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5206

Re: Remove Train Stop research, add Train Stop to first "Railway" research

You don't need train stops right away. You first need access to rails so you can produce them and have a train network. By the time you're done with that - even if you start right away - automated rail transportation research will be done, too. It's daunting enough for new players just to figure ou...

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