Search found 693 matches
- Fri May 13, 2022 3:50 pm
- Forum: Technical Help
- Topic: Factorio cannot be optimized (N. Geforce)
- Replies: 7
- Views: 2027
Re: Factorio cannot be optimized (N. Geforce)
Sorry to be the one to break the news to you, but nvidia "optimisation" is a marketing gimmick. It does not make games magically look better or perform better. Your best bet is not to use it, ever. It's simply there for data aggregation. At best it simply uses some random setting preset fo...
- Mon May 09, 2022 11:05 am
- Forum: Gameplay Help
- Topic: Ratio for all production chains
- Replies: 4
- Views: 4411
Re: Ratio for all production chains
Hello, I am pretty new to factorio. I wondered if somebody knows where to find the ratios for the production chains, so I know how much I need to produce of each item. I can’t find this anywhere. Thanks in advance. Bye :-) https://factoriolab.github.io/ I find this calculator to be the best one.
- Sun May 08, 2022 7:10 pm
- Forum: General discussion
- Topic: Alt-F4 #60 - Burning Questions
- Replies: 10
- Views: 4176
Re: Alt-F4 #60 - Burning Questions
Brilliant as always, great writeup.
- Fri May 06, 2022 6:05 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6899
Re: Idea: reduce pollution emitted by machines on floor tiles
Terrain covered with concrete does not consume pollution, why should placement of machines on concrete make them pollute less? They should pollute more! Because Gameplay>Realism, and right now concrete is hell to construct, hell to deliver, and does not provide any meaningful value except being a s...
- Fri May 06, 2022 7:41 am
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6899
Re: Idea: reduce pollution emitted by machines on floor tiles
With a stack of 5 or so, the building of tiles goes much, much faster. Seen like so, building muchos tiles is a task more for the endgame, not in the growth phase. It does not matter, that it goes faster - the tiles still get queued each one separately. Plop down a lot of flooring - watch repairs o...
- Tue May 03, 2022 7:28 am
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 43268
Re: Automatically landfill when placing blueprints/ghosts
+1. The blueprint creation window (ctrl+c, shift+drag) should simply include a button that says 'Add landfill under all elements'. When pressed, it does exactly what this site does: https://autotorio.com/blueprint when the 'Landfill under entities' button is pressed. I'd argue this is the optimal s...
- Tue May 03, 2022 6:50 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 15690
Re: Version 1.1.58
Hell yeah, fuck those cliffs!
Finally you can be sure robots willl deal with them without further intervention.
Finally you can be sure robots willl deal with them without further intervention.
- Sun May 01, 2022 7:40 pm
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1608
Re: [Mod] Get your circuit wires back
A fun concept, I think it would be interesting to have in the main game.Natha wrote: ↑Tue Apr 12, 2022 2:54 pmHave you ever been angry that you don't get tons of red and green wires back when redesigning your circuits? Here is the solution!
https://mods.factorio.com/mod/GetWiresBack
- Sun May 01, 2022 7:31 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6899
Re: Idea: reduce pollution emitted by machines on floor tiles
It's better than before, but it has been a very marginal upgrade and still overloads the queue even in moderate laying tasks
- Sun May 01, 2022 8:03 am
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6899
Re: Idea: reduce pollution emitted by machines on floor tiles
This can be easily modded. Just replace the tiles pollution reduction. I’m sure there are already some mods, that play around with that. For vanilla I’m not sure this is a good idea, because it is obvious, that if you reduce the green grass with concrete, that it cannot reduce pollution as good as ...
- Tue Apr 26, 2022 7:42 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54637
Re: Friday Facts #265 - Nomenclature & Steam networking
Sorry to raise this from the dead, but I was talking to a couple of other players about the survey that took place. FFF 265 and FFF 275 were the best info I found, but don't contain survey results. I could've sworn there was more, like that some people call science "potions", underground ...
- Sun Apr 17, 2022 5:51 am
- Forum: Balancing
- Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
- Replies: 6
- Views: 2605
Re: Nuclear Artillery Shells (with same explosion as handheld nukes)
There is a mod for that, https://mods.factorio.com/mod/Nuclear_Artillery_Shell, and I really enjoyed playing with it. I would absolutely love it in vanilla, does not make sense to me, that nuclear is limited to handheld weapons only. Also, it would be a very good uranium sink and a reason to invest ...
- Sat Apr 16, 2022 7:31 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 52651
Re: mute the game while alt-tabbed
Is this feature really that hard to implement?.. Many games have it like Path of Exile, Dota 2, even saw it in Darkest Dungeon... If I didn't knew, I would bet everything that Factorio is one of the games where it definitely should have been as I think many people often stay AFK... As for me, every...
- Sat Apr 16, 2022 7:12 am
- Forum: Off topic
- Topic: Sci fi novels and factorio?
- Replies: 22
- Views: 12959
Re: Sci fi novels and factorio?
My all time favourite is the Dune cycle by Franck Herbert. The trilogy of Ā by A. E. Van Vogt is also in my top tier SF books, along with the Foundation cycle by Isaac Asimov. Ender's game by Orson Scott Card is also very high on my list (the first book of a whole cycle, but imho way above the foll...
- Wed Apr 13, 2022 1:09 pm
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 19548
Re: Blueprints don't ruin fun
What does ruin my fun is that I can not edit blueprints, and can not correct tiny mistakes and oversights. If I have a border segment, which is highly automated, with some circuit logic, and I want to change something, I will have to construct it to correct it. But it is way way better with the new ...
- Fri Apr 08, 2022 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Worker bots
- Replies: 4
- Views: 1499
Re: Worker bots
I can picture it; a sort of roboport acts as a source for the mine item, storing bots that are miners. These bot miners cover a specific area and seek tiles for the resource (for this description, let's not include trees). They move over to the tile and mine the resource, using a pickaxe like a con...
- Thu Apr 07, 2022 1:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Request: Galaxy Railways
- Replies: 9
- Views: 2762
Re: Mod Request: Galaxy Railways
This wild ride definately has teleported my sides into orbit.
- Mon Apr 04, 2022 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Give construction bots the ability to 'throw' landmines
- Replies: 13
- Views: 2756
Re: Give construction bots the ability to 'throw' landmines
I agree, but alltogether I think what we need in fact is "danger" detection, a la "read from radar if enemies are present", "is fire present" and the ability to detect, if ghosts exist in the radius of a specific network/roboport, instead of minethrowing. Mines are a s...
- Mon Apr 04, 2022 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Give construction bots the ability to 'throw' landmines
- Replies: 13
- Views: 2756
Re: Give construction bots the ability to 'throw' landmines
My base had 1 network. I can't retract the bots or the mines. I used mines only. Flamers and lasers have shorter range than roboports so can't be used to detect when long range mines need replacements anyways. I just stopped caring about bot losses and placing mines in providing chests far away fro...
- Mon Apr 04, 2022 7:34 am
- Forum: Ideas and Suggestions
- Topic: Give construction bots the ability to 'throw' landmines
- Replies: 13
- Views: 2756
Re: Give construction bots the ability to 'throw' landmines
Throwing them would make the bots too strong, I think. They are supposed to be strong for automation. This just makes them less suicidal, making the resource cost of the landmine the primary point of balance for them in terms of resource and crafting costs. I don't think bots killing themselves is ...