Search found 48 matches
- Tue May 09, 2017 6:19 pm
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 14529
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
Yep, half of the underground pipes are to stop pipes joining, the other half is to let me walk around.
- Tue May 09, 2017 6:14 pm
- Forum: Balancing
- Topic: Lab Efficiency Research
- Replies: 24
- Views: 14276
Re: Lab Efficiency Research
The fact that it is still relevant is why i didn't notice the year it was posted. We have mining productivity research but nothing for labs. Both machines can use modules.Koub wrote:You both answer to a 1 year old dead topic Though it's still revelant, a lot of changes have happened since.
- Mon May 08, 2017 3:49 pm
- Forum: Balancing
- Topic: 0.15 Should efficiency modules be more about pollution?
- Replies: 11
- Views: 5107
Re: 0.15 Should efficiency modules be more about pollution?
Are you a moron? Efficiency DOES reduce pollution. That's my whole reason for using them everywhere...
- Mon May 08, 2017 3:17 pm
- Forum: Balancing
- Topic: Lab Efficiency Research
- Replies: 24
- Views: 14276
Re: Lab Efficiency Research
It should become Lab Productivity. That way it's worth the cost investment because it saves you resources instead of time. Speed increases are easily handled by adding more labs.
- Thu Nov 03, 2016 7:40 am
- Forum: Technical Help
- Topic: I started a Peaceful save for an achievement...
- Replies: 8
- Views: 3252
Re: I started a Peaceful save for an achievement...
That's fuckin brilliant thanks!
- Thu Nov 03, 2016 5:05 am
- Forum: Technical Help
- Topic: I started a Peaceful save for an achievement...
- Replies: 8
- Views: 3252
Re: I started a Peaceful save for an achievement...
I've looked at it a little more. Last time i played it, i played about two hours setting up turrets. This was in 0.14.17. The time i played before this was when i cleaned up my save files and all of those are from save version 0.14.14. I've tried to recreate it under these more accurate settings (so...
- Wed Nov 02, 2016 9:31 pm
- Forum: Technical Help
- Topic: I started a Peaceful save for an achievement...
- Replies: 8
- Views: 3252
Re: I started a Peaceful save for an achievement...
I looked at my achievements multiple times because of the Lazy Bastard achievement i was doing. The achievements that are disabled for peaceful mode were greyed out. There was also a lot of pollution which upon loading up my save, quickly triggered an attack. You know what, go fuck yourself. Expecte...
- Wed Nov 02, 2016 7:48 pm
- Forum: Technical Help
- Topic: I started a Peaceful save for an achievement...
- Replies: 8
- Views: 3252
I started a Peaceful save for an achievement...
I started a Peaceful save for an achievement and i loaded it up a week later and it's not peaceful any more... quite a surprise having my base destroyed before i knew it could happen. Is there any way to put it back to peaceful? Clearly something happened between versions that the devs did and if i ...
- Sat Mar 05, 2016 7:38 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 201323
Re: Friday Facts #128 - Back down to earth
The Loader is way too strong. While i love the idea of it, it would completely upset all of the existing balance to the point where there's no need to use inserters any more.
- Mon Jul 20, 2015 2:43 am
- Forum: General discussion
- Topic: Stone brick and Concrete floors
- Replies: 2
- Views: 5234
Stone brick and Concrete floors
Is there a way to remove the floors you misplace?
- Tue Mar 24, 2015 8:56 pm
- Forum: Gameplay Help
- Topic: Efficiency Modules vs More Solar
- Replies: 3
- Views: 2388
Re: Efficiency Modules vs More Solar
I wouldn't bother with Efficiency 2, most machinery ends up having 3 slots and 60% is still pretty good. Perhaps rerun this with 2 x Efficiency 1
You could get really deep and compare Assembling machine 1, 2 and 3 as well as Pumpjacks/Refineries
You could get really deep and compare Assembling machine 1, 2 and 3 as well as Pumpjacks/Refineries
- Fri Mar 06, 2015 7:24 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Science Pack Production vs. Number of Laboratories
- Replies: 8
- Views: 59829
Re: Science Pack Production vs. Number of Laboratories
Would be slightly better to display the data like this; Lab Red Green Blue Purple White 5 5 4 - 1 Blue 5 3 3 4 1 Yellow 5 2 2 3 1 White 10 9 7 - 2 Blue 10 6 5 8 1 Yellow 10 2 3 5 1 So that the ratio is seen in line. Thanks for this btw.
- Fri Mar 06, 2015 7:19 pm
- Forum: Gameplay Help
- Topic: Campaign Missions in Multiplayer possible?
- Replies: 4
- Views: 1925
Re: Campaign Missions in Multiplayer possible?
I have tried this several times and it always crashes the game for both of us.
What version are u on?
What version are u on?
- Fri Mar 06, 2015 7:08 pm
- Forum: Gameplay Help
- Topic: Is the Campaign finished/locked-in?
- Replies: 4
- Views: 1900
Re: Is the Campaign finished/locked-in?
Yeah, every map of the New Hope campaign jumps significantly. You're expected to trial and error. Figure it out for yourself basically. The first map where u need to automate red and green science took me 2 hours on first playthrough. The second map about 8 hours with both copper/iron trains connect...
- Wed Feb 25, 2015 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Tight Spot Scenario - Removing Walls
- Replies: 2
- Views: 795
Re: [0.11.16] Tight Spot Scenario - Removing Walls
Good stuff, didn't see a bug report anywhere so thought id make sure you knew about it.
- Wed Feb 25, 2015 4:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Tight Spot Scenario - Removing Walls
- Replies: 2
- Views: 795
[0.11.16] Tight Spot Scenario - Removing Walls
When right clicking a wall in the Tight Spot scenario, the following message is shown: "Enemy structure cannot be mined".
This makes it impossible to remove the walls.
This makes it impossible to remove the walls.
- Tue Feb 24, 2015 11:45 pm
- Forum: Gameplay Help
- Topic: Tight Spot (Scenario Pack) - How to remove walls?
- Replies: 3
- Views: 1723
Re: Tight Spot (Scenario Pack) - How to remove walls?
You have no player character in the scenarios.
I downgraded to the non-experimental branch and RIGHT-CLICK is what removes the walls.
Definitely not working in experimental then sad day.
Thanks for heading me in the right direction psorek.
I downgraded to the non-experimental branch and RIGHT-CLICK is what removes the walls.
Definitely not working in experimental then sad day.
Thanks for heading me in the right direction psorek.
- Tue Feb 24, 2015 11:38 pm
- Forum: General discussion
- Topic: I did the Math on Oil Production
- Replies: 13
- Views: 21883
Re: I did the Math on Oil Production
max PG: 1:4:7 - Heavy Cracking:Advanced Oil Processing:Light Cracking max SF: 1:4:12.6:6.6 - Heavy Cracking:Advanced Oil Processing:Light to SF:Petroleum to SF Just threw it together roughly from the OPs notes. Not sure whether to round any numbers so i didn't. To the OP: I haven't checked but, is t...
- Tue Feb 24, 2015 5:43 pm
- Forum: Gameplay Help
- Topic: Tight Spot (Scenario Pack) - How to remove walls?
- Replies: 3
- Views: 1723
Tight Spot (Scenario Pack) - How to remove walls?
How the hell do you remove/buy walls? It gives me 4 messages at the start of the scenario and NOT A SINGLE ONE explains how to sell walls. Nobody on Youtube explains it either. Im here shift clicking, ctrl clicking, right clicking, trying to use Coins on it. Somebody explain please. The only message...
- Fri Feb 20, 2015 8:04 am
- Forum: Ideas and Suggestions
- Topic: Better “No Path” feedback for trains
- Replies: 14
- Views: 12786
Re: Better “No Path” feedback for trains
Edit: [retracted]
Checking for a route without signals first, then checking signals would help it determine which problem it is.
Checking for a route without signals first, then checking signals would help it determine which problem it is.