1) Well, it's experimental, so...
2) That artillery train; I've already worked out something to semi-automatically clear out biters with it.
3) Huh?
4) [CLASSIFIED INFORMATION]
Search found 91 matches
- Mon Dec 11, 2017 10:30 pm
- Forum: General discussion
- Topic: The mandatory 0.16 F5ing thread
- Replies: 30
- Views: 10836
- Fri Dec 08, 2017 12:25 am
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12322
Re: Suggestion: Solar boilers and other stupid fluid tricks
This topic would probably be better for the Ideas and Suggestions subform: viewforum.php?f=6
Edit: Just a recommendation, I'm not trying to be pushy.
Edit: Just a recommendation, I'm not trying to be pushy.
- Tue Dec 05, 2017 4:00 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85267
Re: Friday Facts #219 - Cliffs
https://forums.factorio.com/download/file.php?id=30426 Ok this is very very cool. I was about to say "underground pipes/belts should not work, cliffs are simply impossible to get through, to avoid fixing the problem" but here the solution is incredibly elegant. Underground belt that switc...
- Fri Dec 01, 2017 5:26 am
- Forum: General discussion
- Topic: Game theory: Factorio takes place on Earth
- Replies: 25
- Views: 9120
Re: Game theory: Factorio takes place on Earth
Infinitely expanding planets 2d that eventually turn into the ending of Solitaire if you go far enough.Rakshasa wrote:Obviously factorio takes place in a simulated universe with infinitely expanding 2d planets.
- Fri Dec 01, 2017 4:39 am
- Forum: General discussion
- Topic: Challenge: Advanced Turret Creep
- Replies: 4
- Views: 2494
Challenge: Advanced Turret Creep
I want to see the most advanced and (probably) unnecessarily complicated turret creep systems that people can come up with 'cuz why not?
- Wed Nov 08, 2017 7:48 pm
- Forum: General discussion
- Topic: What qualifies as a megabase?
- Replies: 11
- Views: 6626
Re: What qualifies as a megabase?
In that case that's the only thing you have.Patashu wrote:How about 1 million biters?DaveMcW wrote:Sure there is. https://en.wikipedia.org/wiki/Mega-
So you need to have 1 million of something.Mega is a unit prefix in metric systems of units denoting a factor of one million
- Fri Nov 03, 2017 2:53 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66525
Re: Friday Facts #214 - Concrete rendering
I do recall them saying wood would be automatable at some point in the future, so I would imagine that would involve planting trees.Certh wrote:I'd like plantable trees so we can actually make designs like the one shown in the screenshot
- Mon Oct 30, 2017 3:15 am
- Forum: Gameplay Help
- Topic: Train help!
- Replies: 9
- Views: 3358
Re: Train help!
Zavian wrote:they will recalculate if they are sitting still too long.
- Mon Oct 30, 2017 12:20 am
- Forum: Gameplay Help
- Topic: Train help!
- Replies: 9
- Views: 3358
Re: Train help!
First of all, it's bad practice to build your stations over what you're mining; you'll have to rebuild them later in order to get the rest of the patch. Second of all, trains will, from my understanding, path-find to the closest station, so they go past the switch before they see that the signal is ...
- Sat Oct 28, 2017 5:39 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66525
Re: Friday Facts #214 - Concrete rendering
The point of concrete is to be a relatively flat surface for utility purposes; The ground looks flatter than that and it does not look like something I would want to put a heavy machine on because the ground is so uneven I feel that any large objects placed on it could fall over. In fact, I bet you ...
- Fri Oct 27, 2017 2:08 am
- Forum: Gameplay Help
- Topic: Loading a construction train
- Replies: 8
- Views: 5779
Re: Loading a construction train
In the cargo wagon you can set filters by holding the item you want for one of the slots and clicking with the mousewheel. Inserters will try to put a full stack of that item in that slot. And click again with mousewheel to clear the slot https://i.imgur.com/wy0mMcO.jpg?1 I use it for Rail layer ht...
- Fri Oct 27, 2017 1:55 am
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 24268
Re: I am impatient
minecraft mod exist. The point isn't that they exist, it's that the developers don't support them. The Factorio developers do support mods (and if they didn't, they probably wouldn't exist, for several resons). Well, I wouldn't say it's that they don't support them so much so as it is that by the t...
- Fri Oct 27, 2017 12:40 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502949
Re: Simple Questions and Short Answers
Thanks for the info! Other question - is there a list somewhere of what recipes a productivity module will not work on? The wiki simply says it doesn't work for placeable structures or nuclear related things. Some resources indicate it also doesn't work on module production. Does no nuclear mean ev...
- Fri Oct 27, 2017 12:30 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20482
Re: Difficulty curve and how to keep players till end game
Wow, and here I am still trying to set up a basic rail system and still relying on a main bus that quickly turned into spaghetti and is not really producing anything over 60 hours into my first playthrough.Jap2.0 wrote:
Would you mind showing me your 1k science per second base, without a main bus or bots?
- Fri Oct 27, 2017 12:20 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20482
Re: Difficulty curve and how to keep players till end game
You can easily handcraft EVERYTHING involved in oil setups which are powerful enough to supply rockets. It gets more convenient if you automate pipes and underground pipes but that is trivial to do even with grey assemblers. I don't get the ruckus about oil. Yeah I still remember it was a tougher t...
- Tue Oct 24, 2017 12:05 am
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 15155
Re: liquid filtering for pumps, tanks and wagons
AileTheAlien wrote:If you're playing without mods, then you have to work around the limitations of the game.
The whole point of having an Ideas and Suggestions forum is so we can give feedback on what those limits should be.
- Mon Oct 23, 2017 2:27 pm
- Forum: General discussion
- Topic: Thoughts on Factorio and how I would make it better...
- Replies: 41
- Views: 14989
Re: Thoughts on Factorio and how I would make it better...
If they don't add an upgrade planner, they should at the very least allow buildings/strucutres in blueprints to be placed ontop of other tiers of that building/structure (i.e. Yellow belts on top of red belts or Mk3 Assemblers over Mk1s).
- Thu Oct 19, 2017 11:05 pm
- Forum: Ideas and Suggestions
- Topic: Personal Roboport Different Color
- Replies: 12
- Views: 2762
Re: personal and regular roboport construction area overlap
I think that rather than make the overlap a dark green, the entire personal construction area should be a dark green...unless your saying you're having difficulting building in the range of both of them.
- Thu Oct 19, 2017 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Research Laboratory Tiering
- Replies: 1
- Views: 1142
Re: Research Laboratory Tiering
Honestly, I think this is basically just adding complexity for complexity's sake as it really adds nothing to the game other than making tiered research facilities that take up more space and an alternate way to speed up laboratories. It doesn't add really add depth like you say, just aesthetics and...
- Tue Oct 17, 2017 12:00 am
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69392
Re: How did you discover Factorio?
I think a while back I heard about it on a Minecraft Subreddit. I then remembered it about a year later and bought it and here we are.