Search found 559 matches
- Tue Jan 29, 2019 11:43 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 63600
Re: Friday Facts #279 - Train GUI & Modern Spitter
I'm with Factorio for a while now. I used trains and circuits heavily. I used train delivered blueprints for recursive blueprints (delivering one piece of another good to identify the blueprint at the station). I made a rail network with all stations having the same name and all trains having the s...
- Mon Jan 28, 2019 11:21 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 29530
Re: Did no one else notice massive nerf of tank in 0.17?
Power armor, to me, is personal equipment that remains on you 100% of the time. The tank, on the other hand, is a vehicle that you get into to go after biter bases specifically. Power armor has a number of benefits, unrelated to its combat potential, mainly involving its ability to power and hold nu...
- Sun Jan 27, 2019 12:54 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72577
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
That might be why the single splitter in the mod is limited to yellow belt speed. I donāt know. Youād have to talk to the author of the mod. Then again, there are mods out there with different speed belts, Bobās is one. Iāve not really done much with it, so no idea whether it slows the game down lat...
- Sat Jan 26, 2019 10:33 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72577
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Thereās a mod for that. Sadly, it seems to be stuck at Yellow Belt Speed.5thHorseman wrote: āThu Jan 24, 2019 6:46 pmthe 1x1 lane splitter that I'd still like to see, I agree with them.
- Fri Jan 25, 2019 9:15 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 63600
Re: Friday Facts #279 - Train GUI & Modern Spitter
I have an idea. In the FFF for scheduling you show trains getting filled up, and the green āprogress barā filling in towards the right to indicate how close they are to being done. Then, for the emptying, you have the green bar again, filling in towards the right. Why not have that emptying bar drai...
- Fri Jan 25, 2019 11:10 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 54904
Re: Friday Facts #278 - The new quickbar
As I said, its not perfect. But its the best way Iāve found for making sure that I donāt miss placing something small and easily overlooked, like an inserter, especially in a large array of machinery.
- Thu Jan 24, 2019 7:56 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 54904
Re: Friday Facts #278 - The new quickbar
I have a simple solution to that, Koub : do not connect power until everything is placed. Unpowered entities flash the No Power icon. Ghost entities donāt. Its not perfect, as it is still easy to overlook them, but no flashing symbol makes it a little more obvious that something was not placed. This...
- Thu Jan 24, 2019 5:13 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 54904
Re: Friday Facts #278 - The new quickbar
Blueprints early on are not useless. They allow you to āreserveā land for a specific thing. Planning on two full belts of steel, 8 full belts of iron plates, 8 full belts of copper plates, only building 2 iron, 2 copper, and 1 steel smelting column now? You can see how much space you need to clear, ...
- Sun Jan 20, 2019 2:24 pm
- Forum: General discussion
- Topic: Coal liquefaction energy efficiency
- Replies: 14
- Views: 7762
Re: Coal liquefaction energy efficiency
Its not energy efficient to crack coal to oil for power generation.
However, it is energy efficient enough that you can do it at a remote outpost where youāre generating plastic with nothing but coal and water. This would create more pollution at the outpost though, than Iām sure people want.
However, it is energy efficient enough that you can do it at a remote outpost where youāre generating plastic with nothing but coal and water. This would create more pollution at the outpost though, than Iām sure people want.
- Wed Jan 16, 2019 4:49 am
- Forum: Gameplay Help
- Topic: About pollution and green mods
- Replies: 10
- Views: 3971
Re: About pollution and green mods
Hmmm. "My" problem is sadly not touched by your post : I am playing with several Mods on a Deathworld. Every tiny bit of pollution that "escapes" speeds up the evolution progress and therefore reducing my time to prepare for the really nasty / angry neighbors. My goal is to redu...
- Tue Jan 15, 2019 9:11 pm
- Forum: Gameplay Help
- Topic: About pollution and green mods
- Replies: 10
- Views: 3971
Re: About pollution and green mods
The purpose of cleaning up Pollution is not to undo evolution; the purpose is to reduce the footprint of your Pollution cloud, which means, reduce the frequency and severity of retaliatory attacks on your factory by the biters. If you donāt care about biter attacks, because you can handle them witho...
- Sun Jan 13, 2019 6:15 pm
- Forum: Gameplay Help
- Topic: Satellites and Rockets
- Replies: 2
- Views: 1010
Re: Satellites and Rockets
The launch pad window shows that you need so many of the three rocket component parts. It tells you how many rocket sections have been completed (out of the 100 required). Once its finished the rocket, then it shows you the rocketās cargo. If youāve got it set for automatic launch with satellite, it...
- Fri Jan 11, 2019 12:47 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 54047
Re: Friday Facts #276 - Belt item spacing & Script rendering
Thereās a mod for that. Thereās another mod for five new tiers of belts that are two to six times as fast as a blue belt, though these belts can be pulled from directly. That said, do you bother to use red, or at least blue, belts as expressways to feed yellow belt assembly machine lines, using spli...
- Thu Jan 10, 2019 2:08 am
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 34956
Re: How many main bus lines do you generally use?
Youāre allowed to do your bus as you see fit. I donāt make any two buses identical unless Iām following a blueprint for some starter base. I do, however, start with yellow belts, so my busses are 4 belts wide, with two spaces between each set of four, to allow for undergrounds. If you want to use a ...
- Thu Jan 10, 2019 1:44 am
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 34956
Re: How many main bus lines do you generally use?
Personally, Iāll run 8 lines of copper, 8 lines of iron, 2 lines of steel, and 1 line each for coal and stone. Iāll also run one line of most everything else, except for red and green circuits, which get 2 and 4 (or more!) respectively. Although maintaining proper spacing is more challenging this wa...
- Sun Jan 06, 2019 2:13 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61539
Re: Friday Facts #274 - New fluid system 2
In real life, fluid systems are generally overbuilt for these kinds of scenarios - unless they're huge or part of spacecraft. I don't like the first paragraph being implemented because it would penalize diagonal runs unless special rules were put in place for those - I'm hoping for visual straighte...
- Thu Jan 03, 2019 2:48 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 29530
Re: Did no one else notice massive nerf of tank in 0.17?
Not going to speak towards mods, but just plain old Vanilla, I never found the Tank to be squishy. Load the thing up with Solid Fuel, and its fast enough to outrun many Biters. Yes, the MG being nerfed will hurt, but its not hard to just drive around shooting spawners with the MG (or Cannon, or Flam...
- Thu Dec 27, 2018 12:22 am
- Forum: Gameplay Help
- Topic: How long will it be allright?
- Replies: 5
- Views: 2052
Re: How long will it be allright?
I like to have 8 belts of Iron Plate, 4 belts of Copper Plate, and 2 belts of Steel. This means, 12 smelting columns (of 48 Stone/Steel Furnaces each) for the Iron/Copper, and 10 smelting columns (96 Stone/Steel furnaces each) for the Steel. 1 Steel takes 5 Iron to produce. Smelt the 5 Iron Ore into...
- Thu Dec 27, 2018 12:14 am
- Forum: General discussion
- Topic: What about a subscription model for Factorio starting with 0.18?
- Replies: 43
- Views: 8606
Re: Factorio Roadmap for 0.17 & 0.18
What about a subscription model for Factorio starting with 0.18? Kovarex in the Price change thread Kovarex is not only a giftet dreamer but also a realist and will have to adapt to hard facts [Koub] Moved because response to (now) deleted OP crosspost. Sorry for inconvenience. The fact is .. subsc...
- Wed Dec 26, 2018 11:07 am
- Forum: General discussion
- Topic: What about a subscription model for Factorio starting with 0.18?
- Replies: 43
- Views: 8606
Re: What about a subscription model for Factorio starting with 0.18?
If you bother to look at any newer MMO long enough youāll see that many people there are against the subscription model. The reason for it (one of them, the main one Iāve noticed) seems to be they donāt want to feel obligated to play the game every month, yet they are paying for it every month. That...