Search found 43 matches

by mrt144
Wed Jan 30, 2019 7:49 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 12513

Re: Lategame mining options are lacking

What would variety in late game mining options add really besides a sense of novelty and breaking up monotony. I think one of the paradoxes of games in general is that people will seek out optimizations to 'win' or 'accomplish' a goal but then complain about how there aren't myriad ways to 'win' or ...
by mrt144
Thu Jan 24, 2019 9:40 pm
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 4511

Re: Logistic Network Research

Robots solve any and all logistics problems. They "solve" the game, so to get them you have to first beat the game. This is what bots turn your game into. https://i.imgur.com/jv0hQ6f.png There's no challenge building with bots at this level. Completely game breaking. I don't believe this is correct...
by mrt144
Thu Jan 24, 2019 12:31 am
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 4511

Re: Logistic Network Research

Robots solve any and all logistics problems. They "solve" the game, so to get them you have to first beat the game. This is what bots turn your game into. https://i.imgur.com/jv0hQ6f.png There's no challenge building with bots at this level. Completely game breaking. I don't believe this is correct...
by mrt144
Thu Jan 24, 2019 12:22 am
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 4511

Re: Logistic Network Research

Hi, I have started once again after some time. What I have noticed is that researching of logistic network became quite difficult. You can get roboports etc. quite easily, so I was hoping that for recipes that requires lot of special ingredients, I can start using the robots... However I was surpri...
by mrt144
Wed Jan 23, 2019 11:21 pm
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Re: Lab Sophistry

It's not necessarily a bad idea to set up buffer chests on Science pack production early on, as it's easy to make lots of the early packs from relatively little setup and running material costs. You can then deficit spend later on without upgrading your setup until your reserve is depleted. This is...
by mrt144
Thu Dec 13, 2018 6:05 pm
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Re: Lab Sophistry

See, I knew I was getting it goofy at some part - you can't actually preload labs. I thought that was the case due to perceiving the transactions wrong, repeatedly. Basically I took the ability of labs to have science packs in them to be working one way when in fact it was working another.
by mrt144
Fri Dec 07, 2018 5:07 pm
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Re: Lab Sophistry

Haha, no, I was just using 1 kinda as a placeholder lower limit that you could use to get a handle on some of the time dependent variables of research, not that anyone in their right mind would. (Ive actually been using 3 labs on a bootstrap setup while I spend considerable time speccing out my mega...
by mrt144
Fri Dec 07, 2018 4:52 pm
Forum: Gameplay Help
Topic: Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc
Replies: 2
Views: 332

Re: Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc

I was not aware of that! Thank you thank you thank you, I'll give it a whirl when I get home later today.
by mrt144
Fri Dec 07, 2018 5:57 am
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Re: Lab Sophistry

I realize that ive been working on my megabase a bit much when this is the kind of scale im thinking of. Oh yeah, 500 labs, i can fit that in this spot perfectly. Lol, make it 501 cause of these big dream jeans.
by mrt144
Thu Dec 06, 2018 10:16 pm
Forum: Gameplay Help
Topic: Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc
Replies: 2
Views: 332

Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc

So there is always the kludge of snapping a quick blueprint of your assembler you've designated to build X thing and plopping it down rapid fire with 20 or so mouse clicks. What if instead of this we could select multiple anything and then from the build assignment dialogue tell all selected anythin...
by mrt144
Thu Dec 06, 2018 9:40 pm
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Re: Lab Sophistry

Now that I thought about it a wee bit more, the conditions where a lab can pass a beaker on to a lab who 'needs' it are when there is no research being conducted, or a lab is munching a beaker into research and is 'full'. So I guess you are forgoing all the possible lab munching that could also pass...
by mrt144
Thu Dec 06, 2018 6:14 pm
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 11
Views: 1644

Lab Sophistry

So I had a wild idea earlier this morning and I'll leave it to you guys to rip me to shreds over it since I'm probably dipping into some fallacious thinking. So what if instead of constructing 1 lab to consume many beakers, why don't we construct many labs to consume one beaker a piece? Basically my...
by mrt144
Wed Dec 05, 2018 10:29 pm
Forum: General discussion
Topic: Choosing train and track sizes
Replies: 70
Views: 10241

Re: Choosing train and track sizes

Thanks for taking time to share your experience, even if it is just to share my pain ;-) ... I allow LogiBots to supply my personal inventory, and to supply train fuel. So I have 2 requester chests at each source station (or output, doesnt matter). one chest supplies the front locomotive, and anoth...
by mrt144
Tue Dec 04, 2018 7:01 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 10870

Re: The Problem With Pickaxes - Digging Out Factorio's Core

I want the rest to be upgraded automatically as I described. What order should pieces be upgraded in? What are the choke points? What is priority for upgrading? If a factory starts upgrading junk at random, it's throwing away resources until every single choke in the production chain gets addressed...
by mrt144
Fri Nov 09, 2018 10:04 pm
Forum: Gameplay Help
Topic: The Feasibility of Outpost Building Trains
Replies: 5
Views: 1147

The Feasibility of Outpost Building Trains

So I am getting into the main course of my megabase build and I realized that I hate manually doing most construction. Love using construction bots to lay down blue prints once I finalize the blue print. One idea I that popped into mind was creating a specific train carrying all the components I wou...
by mrt144
Fri Nov 09, 2018 9:21 pm
Forum: General discussion
Topic: Rocket Fuel or Nuclear Fuel for trains?
Replies: 18
Views: 6504

Re: Rocket Fuel or Nuclear Fuel for trains?

I think ill stick to rocket fuel just so light oil actually goes somewhere in the big picture. I might as well use what I have a larger, less energy intensive resource of.
by mrt144
Thu Oct 11, 2018 11:40 pm
Forum: Energy Production
Topic: Babby's First Circuit (Kovarex)
Replies: 1
Views: 1552

Babby's First Circuit (Kovarex)

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by mrt144
Thu Oct 11, 2018 4:17 pm
Forum: General discussion
Topic: Making my first Mega Base - The Setup
Replies: 11
Views: 2688

Re: Making my first Mega Base - The Setup

Thanks for the push in the right direction. I did a bit of exploring last night and there are some absolute monster ore fields way out there at the edge. So massive I think this mega base will seem more like a quilt of outlet malls than a base proper. Lots of long haul trains with lots of cars cutti...
by mrt144
Wed Oct 10, 2018 8:55 pm
Forum: General discussion
Topic: Making my first Mega Base - The Setup
Replies: 11
Views: 2688

Re: Making my first Mega Base - The Setup

No biters, no trees, no cliffs, no water → you can devote 100% of your time to building the actual factory instead of wasting time on repetitive cleanup duties. Drawbacks: No trees in vanialla is impossible due to lack of powerpoles, requires either starting wood or a mod that makes poles from non-...
by mrt144
Wed Oct 10, 2018 6:17 pm
Forum: General discussion
Topic: Making my first Mega Base - The Setup
Replies: 11
Views: 2688

Making my first Mega Base - The Setup

Good Morning, So I finally did the thing I wanted to and launched a bunch of rockets and that was all good and jolly. Now I want to get crazy! How Crazy? 1 Rocket Launched Every 60 seconds. Is this a tall task? Sure! But that's why we do it right? So let's go over initial game setups then 0. Sandbox...

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