You can build artillery and rain death on the biters in a very automated manner.
There is also a "biters begone" mod which does the genociding for you. I keep myself honest by continuing to build fortified walls despite the complete extinction of biters in my corner of the world.
Search found 187 matches
- Sat Nov 03, 2018 8:49 pm
- Forum: Ideas and Suggestions
- Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
- Replies: 5
- Views: 1742
- Sat Nov 03, 2018 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Access logistic trash slots when opening a chest
- Replies: 2
- Views: 819
Re: Access logistic trash slots when opening a chest
That sounds just as good. Would also neatly take care of another minor annoyance, which is that some items can be shift-clicked to the trash and others can't. There would need to be some way to only trash part of an inventory slot, though. For example, I can trash 50 belt and keep the other 50 right...
- Fri Nov 02, 2018 7:14 am
- Forum: Ideas and Suggestions
- Topic: Access logistic trash slots when opening a chest
- Replies: 2
- Views: 819
Access logistic trash slots when opening a chest
It would save a lot of time when in the field, away from a logistic network, to be able to put stuff into a chest directly from your trash slots.
- Wed Oct 24, 2018 10:16 pm
- Forum: Gameplay Help
- Topic: Electric network UPS
- Replies: 3
- Views: 2356
Electric network UPS
I have a megabase which is right at the point where increasing its size will bring its UPS below 60 on my laptop (hovering a large blueprint makes it go below 60, for example). I profiled this base using Visual C++ (Windows 10). According to the profile, 2.89% of my time is spent updating the electr...
- Tue Oct 23, 2018 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Show circuit network signal on non-pole entity
- Replies: 14
- Views: 4417
Programmable Speaker
TL;DR Hover over programmable speakers to see the circuit values coming in Why? Player can attach a wire to an electric pole to get the current circuit values. However, that adds unnecessary clutter. It also adds another step in the process of designing new circuits. Hovering the mouse over the pro...
- Tue Oct 23, 2018 6:00 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20327
Re: Commenting combinators
While drawing on the ground with bricks is certainly possible, it also takes up a ton of space and is incredibly tedious. Whether the comments take the form of signposts or comments associated directly with the circuit elements, it would be nice to have a way to make short notes on any particular se...
- Tue Oct 23, 2018 1:17 am
- Forum: Gameplay Help
- Topic: Marking inputs in blueprints
- Replies: 7
- Views: 4342
Re: Marking inputs in blueprints
Super ghetto method is to include it in the title.
Eg "Red chips, iron/plastic top, copper bottom"
Eg "Red chips, iron/plastic top, copper bottom"
- Tue Oct 23, 2018 1:13 am
- Forum: Gameplay Help
- Topic: Finding separate electric networks
- Replies: 6
- Views: 1793
Re: Finding separate electric networks
Thanks, the suggestion on how to find disconnected items was perfect. Fixed a few more solar panels whose block was placed slightly over water and didn't have a power pole.
- Mon Oct 22, 2018 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 10640
Re: Logic network signal transmitter/emitter
Similar things have been suggested quite a number of times. What's the result of things that have been suggested several times? Is there some way to keep track of which suggestions are possible and which are not likely to ever happen? This one in particular would be very neat in terms of customizin...
- Mon Oct 22, 2018 7:34 pm
- Forum: Gameplay Help
- Topic: Finding separate electric networks
- Replies: 6
- Views: 1793
Re: Finding separate electric networks
The debug overlay sounds like a good place to start, thanks! Now I find myself wondering if such a mod could also find accumulators, panels, or other entities which are not connected to any network at all. I know about the blinking electric symbol when first installed, but I've been installing power...
- Mon Oct 22, 2018 5:59 pm
- Forum: Gameplay Help
- Topic: Finding separate electric networks
- Replies: 6
- Views: 1793
Finding separate electric networks
Is there a way to find separate electric networks on a map? Base game or a mod would both be fine. I ask because during a recent survey of my biggest base, I found that there were a few hundred solar panels not connected to the rest of the network. It's possible there are other clusters of panels or...
- Sat Jul 14, 2018 3:08 pm
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
Re: [16.51] FPS has dropped, improves when using map view
That's an interesting point. I had thought it was the Intel chip for the laptop display.
Anyway, it seems they are making the rendering more efficient with 0.17, so perhaps I just need to wait for that upgrade.
Anyway, it seems they are making the rendering more efficient with 0.17, so perhaps I just need to wait for that upgrade.
- Thu Jul 12, 2018 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Late game train research
- Replies: 0
- Views: 685
Late game train research
TL;DR: Add research modifiers and infinite research options for faster trains. Many rockets after the first one, an organically grown mega factory is a huge, sprawling mess. Trains take a long time to go from where resources are to where they are needed, and as a player, getting from point A to poin...
- Sat Jun 30, 2018 5:54 am
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
Re: [16.51] FPS has dropped, improves when using map view
Further exploring this idea, I think that when running Factorio on my laptop display (Lenovo P51), it is using the Intel HD Graphics 630 integrated graphics. This means it is absolutely using the system memory to display Factorio. I guess this is running into the memory bandwidth limitations that ha...
- Sat Jun 30, 2018 5:19 am
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
Re: [16.51] FPS has dropped, improves when using map view
This explanation seems very likely. Changing the resolution to 1920x1080 immediately fixed the UPS issues. It also explains why the UPS would go back to 60 when I would zoom in on an area which caused the FPS to drop to 20 or so. Can you think of any way to get around this aside from changing the re...
- Wed Jun 27, 2018 5:04 pm
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
Re: [16.51] FPS has dropped, improves when using map view
Thank you both for the suggestions. I do find that the laptop eventually gets quite toasty. Is there a good way to find out if that means it's throttling? The performance doesn't degrade as it gets hotter. My guess is that suggests there isn't throttling going on, but I don't know for sure. One thin...
- Fri Jun 22, 2018 9:36 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 32781
Re: Friday Facts #248 - Not Saturday Facts
I don't think we're looking for a day and time. Just an estimate would be nice: days, weeks, months, end of year, etcGergely wrote:When it's ready.mexmer wrote:0.17 when?
Stupid question. (Stop asking the developers to make promises!!)
- Mon Jun 18, 2018 5:08 pm
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
- Mon Jun 18, 2018 4:55 pm
- Forum: Technical Help
- Topic: [16.51] FPS has dropped, improves when using map view
- Replies: 11
- Views: 2989
[16.51] FPS has dropped, improves when using map view
As my factory has grown, my FPS and UPS have dropped significantly. Strangely, if I use the map view to zoom in on certain high traffic areas, the FPS drops even further but the UPS goes up to almost 60. I remember some time ago the factory didn't have UPS problems quite this bad, but when I loaded ...
- Fri May 11, 2018 3:29 pm
- Forum: Releases
- Topic: Version 0.16.42
- Replies: 6
- Views: 10361
Re: Version 0.16.42
Is this a one-time operation or something that happens every game tick being optimized?Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).