Search found 354 matches
- Mon Apr 15, 2019 8:09 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36058
Re: Friday Facts #290 - Rail building changes & High-res icons
I like new rail construction system. I always wanted it to work exactly this way.
- Fri Apr 12, 2019 12:53 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17114
Re: Version 0.17.29
per tick, per second, per minute... Could you already unify time measurement?
- Thu Apr 11, 2019 9:48 pm
- Forum: General discussion
- Topic: 500 hiteck scine
- Replies: 32
- Views: 8678
- Thu Apr 11, 2019 9:29 pm
- Forum: Balancing
- Topic: Rail stack size
- Replies: 16
- Views: 6074
Re: Rail stack size
TLDR; the Productivity Science Pack recipe is just a steaming pile of unbalanced shit. As simple as that. 30 rails per !3! science packs. Here is detailed comparison of science packs prices : https://www.factorio.com/blog/post/fff-275 I also don't like this recipe very much, but completely for othe...
- Thu Apr 11, 2019 10:03 am
- Forum: Gameplay Help
- Topic: Defence design help
- Replies: 9
- Views: 3208
Re: Defence design help
As I understand, flamethrower turret damage consists of 2 or even 3 parts : instant damage, ignite damage and ground damage. Which of this damages stack from multiple turrets?
- Thu Apr 11, 2019 8:55 am
- Forum: Gameplay Help
- Topic: Defence design help
- Replies: 9
- Views: 3208
Re: Defence design help
have some normal (bullets = physical dmg) turrets from what ive read, damage types matter alot more in 0.17 Yeah, I will add a row of bullet turrets later to deal with toughest enemies. Bullet turrets have lowest range and HP and use most expensive ammo, so they must be placed behind laser/flame tu...
- Thu Apr 11, 2019 8:42 am
- Forum: Ideas and Suggestions
- Topic: Space Science Pack tech missing Accumulator dependency
- Replies: 2
- Views: 935
Re: [0.17.28] Space Science Pack tech missing Accumulator dependency
Not only accumulators. It also lacks of dependency to Solar energy.
As long as satellite is the only outcome of this research, it must have all ingredient dependencies.
As long as satellite is the only outcome of this research, it must have all ingredient dependencies.
- Thu Apr 11, 2019 7:31 am
- Forum: Gameplay Help
- Topic: Defence design help
- Replies: 9
- Views: 3208
Re: Defence design help
I'm thinking of something like this, but I'm not sure (1) should I make 1 tile gap between turrets? (2) should I make entire separate row of flamethrower turrets?
- Wed Apr 10, 2019 11:30 am
- Forum: Ideas and Requests For Mods
- Topic: Slow start, manual research
- Replies: 7
- Views: 2000
Re: Slow start, manual research
Oh-la-la, thanks a lot! I will definitely try it later today.Qon wrote: ↑Wed Apr 10, 2019 11:10 amhttps://mods.factorio.com/mod/LaboriousLaboratory
Enjoy!
Please tell me what you think of it :3
- Wed Apr 10, 2019 9:21 am
- Forum: General discussion
- Topic: Mixed ore mining or Uranium processing: Ore separation strategies
- Replies: 13
- Views: 4080
Re: Mixed ore mining or Uranium processing: Ore separation strategies
Mixed areas are negligible small.
- Wed Apr 10, 2019 9:03 am
- Forum: Ideas and Suggestions
- Topic: Mods ruining long term achievement runs
- Replies: 3
- Views: 1565
Re: Mods ruining long term achievement runs
+1. I was going to suggest exactly the same. Almost broke my achievement game. I was lucky to notice minor mod enabled before I rewrote all saves.
Warning window if set of mods gets changed.
Warning window if set of mods gets changed.
- Wed Apr 10, 2019 8:22 am
- Forum: Gameplay Help
- Topic: Defence design help
- Replies: 9
- Views: 3208
Defence design help
Hello. I played mostly in peaceful mode, and now I am trying to design modern turret defense line. Could you please advice how to use flamethrower turrets most efficiently? Are they better to be placed in a solid row or separated, in front or back of laser turrets? Are turrets better to be placed ne...
- Sun Apr 07, 2019 7:55 pm
- Forum: General discussion
- Topic: Why no Military Science?
- Replies: 9
- Views: 3245
Re: Why no Military Science?
I accept all arguments from fff-275, but space program without military technologies is the most unrealistic thing in the game.
- Sat Apr 06, 2019 9:41 pm
- Forum: Not a bug
- Topic: [0.17.25]Crafting queue didn't merge stacks
- Replies: 2
- Views: 826
[0.17.25]Crafting queue didn't merge stacks
Manual crafting queue didn't merge consecutive stacks of the same item.
- Ordered some amount of drills.
- Ordered maximum amount of drills.
- Canceled drills that required intermediate crafting.
- Picked up intermediates.
- Ordered more drills.
- Fri Apr 05, 2019 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Reworking catalysts
- Replies: 9
- Views: 2824
Re: Reworking catlysts
But yeah, perhaps an ingredient of type = "tool", you could specify amount = 0.05 for 5%, that way you can run the recipe 20 times from a single item. I think catalysts don't need degeneration. You always can scale recipe up to integer numbers. But another type of items - сonsumables... (...
- Fri Apr 05, 2019 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Reworking catalysts
- Replies: 9
- Views: 2824
Re: Reworking catlysts
Well, I suggested exactly (3) somewhere (can't find already). I like it most. It is simple, intuitive, clarifies Productivity module effect.
P.S. You messed up with uranium so much. Kovarex does 3*U238 ---(40xU235+2xU238)---> 1xU235.
P.S. You messed up with uranium so much. Kovarex does 3*U238 ---(40xU235+2xU238)---> 1xU235.
- Thu Apr 04, 2019 10:40 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32897
Re: New Achievement Ideas
"Craft 200,000 recipes per hour with a single machine". Is it possible in vanilla? It requires that assembling time is 1 tick (1/60 s). Fastest recipes are 0.5 s which need 2300 % speed increase in assembler 3. 12 beacons with speed modules give 1200 % and 4 modules in assembler 200 % whi...
- Thu Apr 04, 2019 7:31 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32897
Re: New Achievement Ideas
I don't like new achievements like "produce a lot of something". It is boring, game already has enough of this.
I'd like something more creative and entertaining, like :
"run faster then 200kph".
"Craft 200,000 recipes per hour with a single machine".
I'd like something more creative and entertaining, like :
"run faster then 200kph".
"Craft 200,000 recipes per hour with a single machine".
- Wed Apr 03, 2019 12:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Lane Balancer 0.0.2
- Replies: 5
- Views: 1711
Re: [MOD 0.17] Lane Balancer 0.0.1
Very nice, but it is a pity that this is just a balancer.
I would very like full analogue of belt balancer : with ability to prioritize or block input and output lanes, and filter items.
For example, block right input and filter iron plates to right output.
I would very like full analogue of belt balancer : with ability to prioritize or block input and output lanes, and filter items.
For example, block right input and filter iron plates to right output.
- Tue Apr 02, 2019 11:09 am
- Forum: Modding discussion
- Topic: SF6 applications
- Replies: 3
- Views: 1089
Re: SF6 applications
The big question is... Does it make sense to you? Does it make sense to the game? Does it seem reasonable? if you can answer yes, or at the least Maybe to all 3 of these, then go with it, even if it's a simplified process. I am not against simplifications. For example, I'm planning to simplify Alum...