Search found 559 matches

by astroshak
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...
by astroshak
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...
by astroshak
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 don’t know. You’d have to talk to the author of the mod. Then again, there are mods out there with different speed belts, Bob’s is one. I’ve not really done much with it, so no idea whether it slows the game down lat...
by astroshak
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

5thHorseman wrote: ↑
Thu Jan 24, 2019 6:46 pm
the 1x1 lane splitter that I'd still like to see, I agree with them.
There’s a mod for that. Sadly, it seems to be stuck at Yellow Belt Speed.
by astroshak
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 ā€œprogress 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...
by astroshak
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 I’ve found for making sure that I don’t miss placing something small and easily overlooked, like an inserter, especially in a large array of machinery.
by astroshak
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 don’t. 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...
by astroshak
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 ā€œreserveā€ 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, ...
by astroshak
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 you’re generating plastic with nothing but coal and water. This would create more pollution at the outpost though, than I’m sure people want.
by astroshak
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...
by astroshak
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 don’t care about biter attacks, because you can handle them witho...
by astroshak
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 rocket’s cargo. If you’ve got it set for automatic launch with satellite, it...
by astroshak
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

There’s a mod for that. There’s 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...
by astroshak
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?

You’re allowed to do your bus as you see fit. I don’t make any two buses identical unless I’m 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 ...
by astroshak
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, I’ll run 8 lines of copper, 8 lines of iron, 2 lines of steel, and 1 line each for coal and stone. I’ll 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...
by astroshak
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...
by astroshak
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...
by astroshak
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...
by astroshak
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...
by astroshak
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 you’ll see that many people there are against the subscription model. The reason for it (one of them, the main one I’ve noticed) seems to be they don’t want to feel obligated to play the game every month, yet they are paying for it every month. That...

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