Search found 354 matches
- Wed May 01, 2019 10:57 am
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 8011
Re: Chest type for assembler output. What do you use and why?
I use the filtered storage and passive provider combo, but I don't feed one directly into the other because I instead integrate with belts and bussing. I use a ([priority]filtered storage) & (assembler output) ―[splitter]→ (to bus) & (passive provider) belting arrangement to redistribute out...
- Tue Apr 30, 2019 11:12 am
- Forum: Gameplay Help
- Topic: How exactly is flamethrower turret damage calculated/applied?
- Replies: 4
- Views: 1531
Re: How exactly is flamethrower turret damage calculated/applied?
Thanks, that's a lot clearer. Just one thing though: I see that contact damage is a flat number (3) instead of damage over time. Does this mean that turrets have a firing rate like the handheld flamethrower? If so, is it the same (60/s)? Also a minor nitpick, but don't worms and spawners have fire r...
- Tue Apr 30, 2019 9:27 am
- Forum: Gameplay Help
- Topic: How exactly is flamethrower turret damage calculated/applied?
- Replies: 4
- Views: 1531
How exactly is flamethrower turret damage calculated/applied?
I've read the wiki article, but if anything, I'm even more confused than before. I gather from my observations and the wiki that there are 3 components to damage caused by flamethrower turrets: Contact damage (from being hit directly by the flame stream) Ground damage (from standing on ground that h...
- Tue Apr 30, 2019 9:11 am
- Forum: This Forum
- Topic: How do I search for multi-word terms/phrases?
- Replies: 6
- Views: 3199
Re: How do I search for multi-word terms/phrases?
What!? Not possible!? Then what are quotation marks for? They don't seem to do anything else, and are universally reserved as control escape characters expressly for that purpose in not only all (other) search engines but many programming languages as well! If such a basic search function as finding...
- Tue Apr 30, 2019 8:28 am
- Forum: This Forum
- Topic: How do I search for multi-word terms/phrases?
- Replies: 6
- Views: 3199
How do I search for multi-word terms/phrases?
I feel like I must be missing something really obvious, but I can't figure out how to search for terms or phrases longer than 1 word, such as "flamethrower turret". If I type multiple words in, with or without quotations, the search just gives me all results containing any combination of t...
- Thu Apr 25, 2019 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Zoom in train schedule map does not respect hotkey settings
- Replies: 7
- Views: 3848
Re: [0.17.32] Zoom in train schedule map does not respect hotkey settings
Relevant version updated: 0.17.28→0.17.32
- Thu Apr 25, 2019 2:22 am
- Forum: Ideas and Suggestions
- Topic: Individual tread control option for tank driving
- Replies: 0
- Views: 384
Individual tread control option for tank driving
TL;DR: Control the tank treads with separate forward/reverse controls (e.g. WSED) instead of WASD Say what?: Provide optional hotkey mappings for forward and reverse acceleration of the left and right tank treads separately (4 total) Why in the name of all that's Factorio: In short, 2 main reasons ...
- Wed Apr 24, 2019 12:12 pm
- Forum: Energy Production
- Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
- Replies: 18
- Views: 8897
(Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Here's my take on the old problem. I've adapted a few things according to my preferences, since I wanted a nice, clean, simple setup for starting nuclear power: Clean fit up against a bus (yes, I put nuclear processing on my bus) Low cost to build (relatively speaking) High efficiency (respectable n...
- Sat Apr 20, 2019 12:02 am
- Forum: Ideas and Suggestions
- Topic: Recycling/waste dispotal suggestion
- Replies: 4
- Views: 1235
Re: Recycling/waste dispotal suggestion
Interesting concept, but it would have to be a second, assembler-only recipe, because I foresee problems with determining what items to pick for the "any" part if someone tries to handcraft with that recipe. In addition, I think 19 stone and 1 "any" would make more sense, since i...
- Fri Apr 19, 2019 11:33 pm
- Forum: Ideas and Suggestions
- Topic: Trees and Pollution
- Replies: 1
- Views: 741
Re: Trees and Pollution
This is more of a tangent than an answer to your suggestion, but you could make yourself a challenge out of keeping greenery in your base, since trees won't lose their leaves if pollution stays below a certain concentration (according to the wiki). I've discovered that with base design, copious appl...
- Fri Apr 19, 2019 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 7082
Re: Return the object avoidance mode for ghost rail building
I can see why the controls were streamlined for consistency with the rest of the game, but I have to agree that removing the obstacle avoidance mode entirely is a ham-handed way of doing things (I like my forests). I think this is fixable to everyone's satisfaction as long as ① obstacle avoidance mo...
- Wed Apr 17, 2019 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Consistent pollution absorption between dead trees
- Replies: 0
- Views: 526
Consistent pollution absorption between dead trees
According to the wiki, trees that start dead (ones with "dead" or "dry" in their name and no leaves) always absorb pollution, whereas trees that have "died" (i.e. lost their leaves) due to over-pollution eventually cease absorption entirely. That a smattering of dried o...
- Thu Apr 11, 2019 1:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Zoom in train schedule map does not respect hotkey settings
- Replies: 7
- Views: 3848
[kovarex] [0.17.32] Zoom in train schedule map does not respect hotkey settings
I have reversed all my zoom hotkeys (the mouse wheel ones) so that wheel down zooms in, and wheel up zooms out (because the defaults drove me nuts). In game view and regular map view this all works fine. However, when I have a train schedule open, the map view attached to it (the one that follows th...
- Wed Mar 27, 2019 3:26 pm
- Forum: Ideas and Suggestions
- Topic: More robust/precise lamp coloration behavior
- Replies: 0
- Views: 537
More robust/precise lamp coloration behavior
TL;DR: When lamps receive multiple color signals, they seem to pick one arbitrarily (or by some method opaque to me) and ignore all other color signals. I would REALLY like built-in behavior that either ① represents all received color signals somehow or ② chooses colors in a manner more controllabl...