Search found 559 matches
- Sat Apr 06, 2019 12:29 am
- Forum: General discussion
- Topic: 0.17 Starting ore deposits average/min/max content, variability and increases when increasing size and/or richness
- Replies: 4
- Views: 1400
Re: 0.17 Starting ore deposits average/min/max content, variability and increases when increasing size and/or richness
While it is subject to the RNG, they have said in at least one FFF that they want Oil to be something you need to explore to find. Same thing with Uranium. So starting with ātoo little oil [in the starting area]ā is not, technically speaking, possible. Coal, Iron, Stone, Copper yes. Oil, Uranium, no...
- Sun Mar 31, 2019 10:47 pm
- Forum: Gameplay Help
- Topic: hard work with concrete
- Replies: 7
- Views: 2302
Re: hard work with concrete
My approach: - Use +/- to select size for manual or ghost placement of a square area. - Use ghosts or blueprints with tiles on to mark the area to build flooring on. - Mostly let bots do the job. Sometimes personal bots but most of the time the base bots. That way it won't matter if concrete is pro...
- Wed Mar 20, 2019 3:29 am
- Forum: General discussion
- Topic: .17 coal power ratios
- Replies: 26
- Views: 8098
Re: .17 coal power ratios
Despite your math, I donāt generally have problems feeding 40 boilers with 2 pumps and 1 yellow belt supplying the coal.
If I need to upgrade to red belts Iāll use a red splitter and split it to two yellow belts for the 40/80 boiler/generator arrays (20/40 on each side of the yellow belt).
If I need to upgrade to red belts Iāll use a red splitter and split it to two yellow belts for the 40/80 boiler/generator arrays (20/40 on each side of the yellow belt).
- Sun Mar 10, 2019 2:31 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 5187
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
IIRC Filter Inserters can have up to 5 filters set. Stack Filter Inserters only one.
You can change them via combinators.
But, and hereās the kicker for you : its a Whitelist, not a Blacklist. Both types of filter inserters only move the stuff set by their filter.
You can change them via combinators.
But, and hereās the kicker for you : its a Whitelist, not a Blacklist. Both types of filter inserters only move the stuff set by their filter.
- Tue Mar 05, 2019 11:17 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
Without.
The expected yield you see on the map is simply a count of the pieces of stone/coal/ore in the ground. Productivity bonuses are just that - bonus.
The expected yield you see on the map is simply a count of the pieces of stone/coal/ore in the ground. Productivity bonuses are just that - bonus.
- Sat Mar 02, 2019 3:17 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 54505
Re: Friday Facts #284 - 0.17 experimental
I think the lesson that defense phase is trying to teach is ... Overproduce or Go Home. Its not hard to survive when you have a lot of furnaces taking one belt of ore and converting it into a belt of plates, feeding 12 assembly machines making ammo, 6 of which are going west, and the other 6 are goi...
- Thu Feb 28, 2019 9:06 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
Is there a shortcut to put something from my inventory to my toolbelt? I know the toolbelt is now just a shortcut to what's in my inventory, but when I get some transport belts, I'd like them on my toolbelt. I have to open inventory, click the transport belts, then click where I want it on my toolb...
- Thu Feb 28, 2019 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 21
- Views: 2896
Re: Mod Management Improvement
The idea was to be able to see, at a glance, what all is and is not compatible with the current version of Factorio, without having to change which mods are on or off.
- Thu Feb 28, 2019 12:06 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410498
Re: Simple Questions and Short Answers
After you clip all of the wires from a power pole, use a Copper Wire and run it from one pole to another, just as you wold a Red or Green Logistics wire. You can control whatās connected to what that way.
- Wed Feb 27, 2019 8:49 pm
- Forum: 5dim's mod
- Topic: Factorio 0.17 update?
- Replies: 0
- Views: 1967
Factorio 0.17 update?
Is one coming?
- Wed Feb 27, 2019 11:04 am
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 21
- Views: 2896
Re: Mod Management Improvement
Nice ideas. Iāve got one of my own that I thought should go here rather than starting a new thread for, because it too involves mod management : Please adjust the color coding, to add in a color to indicate whether the mod is compatible with the current iteration of Factorio. Iām thinking along the ...
- Sun Feb 17, 2019 3:23 pm
- Forum: General discussion
- Topic: Accidentially made 42K repair packs... now what?
- Replies: 13
- Views: 3528
Re: Accidentially made 42K repair packs... now what?
Stop making more and let them be used by defense stations that are repairing walls after biter attacks?
- Fri Feb 01, 2019 12:50 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126720
Re: Friday Facts #275 - 0.17 Science changes
You look at a rail track IRL, it generally has a bed of gravel, upon which sit the railroad ties, and the tracks sit atop the ties. So having them be stone and steel makes a certain amount of sense, moreso than stone brick and steel. Though Iām glad thereās no wood requirement ... Something thatās b...
- Thu Jan 31, 2019 11:06 am
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 6311
Re: any ideas how to control ammo in turrets
Iām really not sure why youāre arguing. Belt storage is a good thing, in the sense that you want it to immediately replenish the chests when they get drawn upon - and fast enough that the chest and turrets are loaded before the next attack. On the other hand, the OP was asking how to limit productio...
- Thu Jan 31, 2019 3:50 am
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 6311
Re: any ideas how to control ammo in turrets
A belt can hold right now what, 8-9 items on it, depending? Thatās about 4 per lane on the belt. 200 ammo is 50 belt pieces when in one lane only. Thatās not a very long wall. Though as I said, belting them around leads to a very large amount of belt storage. By the way, the reason for loading a che...
- Wed Jan 30, 2019 10:00 pm
- Forum: Mods
- Topic: [Mod 0.16] InstantLogistics
- Replies: 2
- Views: 742
Re: [Mod 0.16] InstantLogistics
Seems almost like youāre creating another version of Storage Energistics.
Its a little extra work in that mod, but it teleports items from one chest to another on demand, basically.
Its a little extra work in that mod, but it teleports items from one chest to another on demand, basically.
- Wed Jan 30, 2019 9:49 pm
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 6311
Re: any ideas how to control ammo in turrets
I tend to claim rectangular areas from the biters, specifically to avoid L shaped, or otherwise concave shaped, walls and roboports. You get a much larger cleared area for the amount of wall you need to build, as well - though water can and will influence that. I prefer my bots to fly over claimed a...
- Wed Jan 30, 2019 2:10 am
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 6311
Re: any ideas how to control ammo in turrets
On my current "big" base, the turret damage bonus is +240%, the ammo is +320%, + 150% shooting speed -- laser damage is +720%, speed is +220%. That depends on the direction your research takes you, in the unlimited researches, of course. For pre-space science, turrets are better dps unles...
- Tue Jan 29, 2019 9:55 pm
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 6311
Re: any ideas how to control ammo in turrets
For the hassle, turrets are stronger than laser turrets. One stack inserter will, at (vanilla) max, put 20 clips into a turret. Want to ensure that your turrets only have so much ammo? Donāt limit the turrets. Inserters will do that themselves. Instead, have the inserters pull from a chest, and have...
- Tue Jan 29, 2019 9:35 pm
- Forum: General discussion
- Topic: Better Splitting Settings
- Replies: 6
- Views: 1956
Re: Better Splitting Settings
Eh ... Iād rely on backpressure, personally.
Send it ALL down the way you want 1/3, and when it backs up, the rest will go down the other way. If there is no backpressure, then you probably need to produce more so you can send it down the other way from a different belt on your bus.
Send it ALL down the way you want 1/3, and when it backs up, the rest will go down the other way. If there is no backpressure, then you probably need to produce more so you can send it down the other way from a different belt on your bus.