Search found 559 matches
- Wed Jun 05, 2019 11:21 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 7903
Re: Module Production: To beacon or not to beacon?
It really depends on how fast I need my supply to build/rebuild. If I need more, in a hurry, Speed Module those things. If I donāt, then I donāt. Nuclear Reactors, for example, once I get a bunch up and running I tend to not need more for a while. So those donāt need beacons. Modules? Once I get to ...
- Wed Jun 05, 2019 10:31 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
Not in front of the Factorio world creation screen right now, but ... Trees are always (unless maybe modded?) 2 or 4 wood. 2 wood for dead trees, 4 wood for living trees, determined at world/chunk generation (so trees killed by pollution do not drop from 4 to 2 wood). So, the bigger, thicker the for...
- Wed Jun 05, 2019 10:31 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
Not in front of the Factorio world creation screen right now, but ... Trees are always (unless maybe modded?) 2 or 4 wood. 2 wood for dead trees, 4 wood for living trees, determined at world/chunk generation (so trees killed by pollution do not drop from 4 to 2 wood). So, the bigger, thicker the for...
- Wed Jun 05, 2019 3:05 am
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 7903
Re: Module Production: To beacon or not to beacon?
I rather Beacon them.
They take a while to produce (using an AM3, the 15 sec for a level 1 is really only 12 sec, but the 30 and 60 sec for levels 2 and 3 become 24 and 48 sec respectively). When I start to want them, I start to want them in a hurry.
They take a while to produce (using an AM3, the 15 sec for a level 1 is really only 12 sec, but the 30 and 60 sec for levels 2 and 3 become 24 and 48 sec respectively). When I start to want them, I start to want them in a hurry.
- Tue May 28, 2019 2:35 pm
- Forum: General discussion
- Topic: No dynamic train refueling yet?
- Replies: 12
- Views: 3768
Re: No dynamic train refueling yet?
I just pick a side : pickup or drop off. I add a Fuel Train Station to that side. And it carries fuel for the trains that use that side. Put such a station at all your train fed minifactories, and turn it off when you have sufficient fuel. Then just set up a refueling supply station for the fuel tra...
- Sun May 26, 2019 10:40 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
Copy the existing train onto the new one, and then tweak the new oneās schedule as needed?
- Sat May 25, 2019 12:46 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 23852
Re: Friday Facts #296 - All kinds of bugs
Am I the only one who really likes the colored vehicles? Depending on the tileset I last got out of my tank or car, sometimes it can be easily overlooked when it is that unoccupied grey color. While Iām not sure that Brown would be any harder to overlook when it is parked on dirt, at least the color...
- Sun May 19, 2019 10:24 pm
- Forum: Gameplay Help
- Topic: Fluid throughput problem
- Replies: 6
- Views: 2368
Re: Fluid throughput problem
Pipes do not behave like belts. They behave, basically, like magic. It has to do with the order they are placed, and possibly other oddball factors. If you are able to get your 2040/sec through a single pipe, good for you. You should not be able to, it should be capped at 1200/sec ... but good for y...
- Sun May 19, 2019 12:10 pm
- Forum: Gameplay Help
- Topic: Fluid throughput problem
- Replies: 6
- Views: 2368
Re: Fluid throughput problem
Although the coal does not support it, the Offshore Pump can supply enough water for 20 boilers. So I tend to do 1/20/40 arrays on both sides of a yellow belt (I replace the coal on it with solid fuel when I get there). Thing is - each 1/20/40 is fed by its own Offshore Pump (the ā1ā in the 1/20/40)...
- Sun May 12, 2019 2:15 pm
- Forum: Gameplay Help
- Topic: Anybody has a 12 to 18(or 9) belt balancer?
- Replies: 3
- Views: 4054
Re: Anybody has a 12 to 18(or 9) belt balancer?
I donāt have one. But you might try a 12-12 balancer followed by three 4-6 balancers. Or three 6-4 balancers followed by a 12-12 balancer if youāre going that way.
- Sat Apr 27, 2019 1:19 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
That last part is always an issue for me, so I got into the habit of putting the construction bots in my quick bar so that I can quickly check to see how many I currently have stored away. I know that if I have exactly 2k then I am ready to leave. Any less, then I have to find my missing one before...
- Wed Apr 24, 2019 4:43 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 159046
Re: Compact Mall "Build everything" 0.17 all stage (Belt)
Nice malls...
Tekillaa, one of the AM3ās in your āPersonal Stuffā portion has no recipe set. Its the one to the left of the Personal Shields 2.
Tekillaa, one of the AM3ās in your āPersonal Stuffā portion has no recipe set. Its the one to the left of the Personal Shields 2.
- Sun Apr 21, 2019 12:41 pm
- Forum: Gameplay Help
- Topic: Help! Need Reinforcements!
- Replies: 4
- Views: 647
Re: Help! Need Reinforcements!
That level of defense is not, strictly speaking, necessary. With Expansion turned OFF, it is enough to simply clear any and all nets within, and near, your pollution cloud. A few defenses here and there, to protect against any squads sent by nests you either did not realize were within the pollution...
- Thu Apr 11, 2019 1:27 am
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 2864
Re: Circuit filtering for wagons "spilling", how to fix?
Set the inserters stack size. 1 if feeding from belts. 10 if using stack inserters and feeding from a box. Might also try to set filters so that it doesnāt want to load more than the cargo wagon can hold of that item. Its when the inserters has more than will fit that it is left handing, and deposit...
- Wed Apr 10, 2019 10:19 am
- Forum: General discussion
- Topic: Mixed ore mining or Uranium processing: Ore separation strategies
- Replies: 13
- Views: 3365
Re: Mixed ore mining or Uranium processing: Ore separation strategies
Are we talking mining outposts, or are we talking local mines? For local mines (mines I belt in from) splitters filtered before balancing the belts work rather well. Ideally, all the belts straight from the miners will split off the contaminant to a single belt, that goes into that other balancer. I...
- Sun Apr 07, 2019 6:59 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 127112
Re: Bugs and problems
Problem 1 : Error Loading Mods Failed to load mods: Error while loading entity prototype ābiter-spawnerā (unit-spawner): Ket āpollution_absorption_absoluteā not found in property tree at ROOT.unit-spawner.biter-spawner Modifications: Base mod > 5Dimās mod - Battlefield Mods to be disabled : Base 5di...
- Sun Apr 07, 2019 1:53 pm
- Forum: Balancing
- Topic: Early massive biter attack
- Replies: 27
- Views: 11976
Re: Early massive biter attack
I find that most of the default settings are fine (though I tend to reduce the chances for resources, a la rail world), except for one : starting area size. The default starting area size is basically equivalent to āTinyā in 0.16. Crank that thing up to 200% (or more, if you want/need the breathing ...
- Sun Apr 07, 2019 1:49 pm
- Forum: Gameplay Help
- Topic: targeting behemoth biter/spiters
- Replies: 4
- Views: 971
Re: targeting behemoth biter/spiters
Iām not aware of any means of controlling the targeting of your Turrets. They fire at everything, presumably āfirst in range until its deadā type of targeting. If you want to use Uranium Ammo, expect to spend a few bullets here and there on small and medium enemies as well as Behemoth.
- Sat Apr 06, 2019 3:38 pm
- Forum: Gameplay Help
- Topic: [0.17] process damaged walls
- Replies: 6
- Views: 1863
Re: [0.17] process damaged walls
Just make a point of repairing stuff before you pick it up?
I do that simply so they all stack together ...
I do that simply so they all stack together ...
- Sat Apr 06, 2019 12:32 am
- Forum: Gameplay Help
- Topic: .17.23 Random trains suddenly slow
- Replies: 9
- Views: 2094
Re: .17.23 Random trains suddenly slow
Braking Power affects their braking distance. The higher the speed, the longer the distance required to brake. The higher the Braking Power, the shorter the distance required to brake. If they do not have sufficient braking power for their top speed and the traffic and their route ... their speed wi...