Search found 519 matches
- Sun May 25, 2014 8:07 pm
- Forum: Implemented Suggestions
- Topic: Blueprint Timeout
- Replies: 8
- Views: 4552
Re: Blueprint Timeout
Often thought the same thing...
- Sun May 25, 2014 7:17 pm
- Forum: General discussion
- Topic: Hardmode strategies
- Replies: 9
- Views: 4831
Re: Hardmode strategies
I always make massive use of capsules. Poison capsules, Slowdowns capsule and the early defender and distractor capsules. When I have a car, I am heavy driveby-shooting the spawners with the machinegun, they go down quite fast with piercing bullets and some upgrades. Biters neaver reach me, when the...
- Sun May 25, 2014 6:37 pm
- Forum: Gameplay Help
- Topic: Stupid question
- Replies: 3
- Views: 1634
Re: Stupid question
Picking entities up (belts, assemblers, pipes) should be left mouse button (keep button pressed, you see a progress bar). Be sure to have a pickaxe equipped or it will take significantly longer
- Sun May 25, 2014 11:03 am
- Forum: Implemented Suggestions
- Topic: Change top speed behaviour of trains
- Replies: 14
- Views: 4872
Re: Change top speed behaviour of trains
Lower speed limits have to do with the damage the moving mass can cause. Within small limits brakeways are the same: http://youtu.be/UL7A6Fb8AGw?t=2m2s and several other videos... Dont want wo say an older truck has the same decceleration than than a modern race car, but in normal (european??) traff...
- Sat May 24, 2014 10:54 pm
- Forum: Implemented Suggestions
- Topic: Change top speed behaviour of trains
- Replies: 14
- Views: 4872
Re: Change top speed behaviour of trains
Not every wagon has brakes. Especially in coal powered trains you'd not find many wagons with brakes. But even if they have, a heavier train will have a longer brake distance. Just compare average brake distance of a long coal train vs. a passenger train ;) Do they really have? Mass (weight) should...
- Sat May 24, 2014 7:45 pm
- Forum: Implemented Suggestions
- Topic: Change top speed behaviour of trains
- Replies: 14
- Views: 4872
Re: Change top speed behaviour of trains
So it happens as in reality every waggon has brakes of its own :D So if 1 or 100 waggons the rate of deceleration (braking) is the same :) In fact it's just a thing of balancing it the right way. Everyone is able to build short trains if he wants to and need the fast acelleration. But for really lon...
- Sat May 24, 2014 6:46 pm
- Forum: Implemented Suggestions
- Topic: Change top speed behaviour of trains
- Replies: 14
- Views: 4872
Change top speed behaviour of trains
At the moment, the top speed of trains depends of how many waggons you attach. There is no logical reason behind the massive speed penalty. In fact, it should only affect the rate of acceleration. Longer trains should take longer to accelerate, BUT they should be able to reach high speeds as well. T...
- Sat May 24, 2014 6:39 pm
- Forum: Ideas and Suggestions
- Topic: they should make electric boilers
- Replies: 17
- Views: 4816
Re: they should make electric boilers
To make this work without wasting massive amounts of electricity you'll have to beat the laws of thermodynamics first.
- Fri May 23, 2014 7:34 pm
- Forum: General discussion
- Topic: Rocket Defense
- Replies: 4
- Views: 2440
Re: Rocket Defense
.. and in the labs as wellJackGruff wrote:But to lessen the time needed between base hunting sessions, use productivity module 3 in your science pack 4 assemblers...
- Fri May 23, 2014 5:07 pm
- Forum: Gameplay Help
- Topic: Railproblem
- Replies: 3
- Views: 1611
Re: Railproblem
Savegame would help ;) One shot in the dark: Eventually the same problem as here: https://forums.factorio.com/forum/viewtopic.php?f=18&t=3654 Check if it's also your problem, my answer from there: "I have had a look into your savegame.. You built the station one square too high. Its not nea...
- Fri May 23, 2014 5:03 pm
- Forum: General discussion
- Topic: Are they supposed to do this?!?!
- Replies: 7
- Views: 2787
Re: Are they supposed to do this?!?!
if they do that for very short time (periodically), that means they discharge and charge to cover some spikes in energy demand. Mine do that if my maximum energy producing capacity is very near the actual demand. And when suddenly eg a lot of laser cannons fire, they need more energy than my generat...
- Fri May 23, 2014 4:52 pm
- Forum: General discussion
- Topic: Rocket Defense
- Replies: 4
- Views: 2440
Re: Rocket Defense
The rocket defence is a placeholder at the moment. It is planned to give the game some real endgame content, but at the moment it's basically just a "you have won" screen, yes.
- Fri May 23, 2014 2:26 pm
- Forum: Gameplay Help
- Topic: Oil refinary output logjams (pre-SP3)
- Replies: 7
- Views: 3032
Re: Oil refinary output logjams (pre-SP3)
You can crack heavy oil into light oil, and light oil into petrolem gas in the chemical plants after researching advanced oil processing. Before that, just build enough storage tanks for light and heavy oil. Personally I never create solid fuel, because the wells run almost dry sooner or later.
- Thu May 22, 2014 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Electric furnace, beacon, Iron Speed module 3
- Replies: 4
- Views: 1677
Re: [0.9.8] Electric furnace, beacon, Iron Speed module 3
As said, devs will need the savegame if you want them to have a look into it. Upload it somewhere and post a link to it.
- Thu May 22, 2014 4:26 pm
- Forum: Gameplay Help
- Topic: Accumulators Not Storing Power When Connected To My Grid
- Replies: 2
- Views: 10722
Re: Accumulators Not Storing Power When Connected To My Grid
Even for a base small like yours, you need for sure more than 2 steam engines unless you have a lot more of solar and accus. Once again I have to say how important it is, to overhaul the graphical interface of the energy statistics, they are really missleading to new players.
- Wed May 21, 2014 8:09 pm
- Forum: Gameplay Help
- Topic: Inserter don't working?
- Replies: 3
- Views: 1680
Re: Inserter don't working?
It looks like it took the wrong ore once, the furnace is now filled with metal which can't be used by the assembler nearby. Make sure the inserter only gets the right ore, or place the metals from the furnace in a chest, and from there into the assembler. And yes, lack of energy could be the problem...
- Wed May 21, 2014 11:09 am
- Forum: Show your Creations
- Topic: 40MW Steam Plant
- Replies: 2
- Views: 5188
Re: 40MW Steam Plant
you could save 50% of the splitters and belt lines, if you would replace the inserters from boiler-line nr 2 two squares up, so that they reach belt nr 1
- Wed May 21, 2014 11:07 am
- Forum: Balancing
- Topic: "until we have assembling machine with pipe"
- Replies: 8
- Views: 16957
Re: "until we have assembling machine with pipe"
I see this the same way as DrNoid. In a chemical plant I see one or two ingredients reacting into another substance. gas->plastics ; sulphur->sulphuric acid. But a battery is indeed assembled from different parts into a "thing". I think we can generalize: If the output is a homogenic mater...
- Tue May 20, 2014 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Electric furnace, beacon, Iron Speed module 3
- Replies: 4
- Views: 1677
Re: [0.9.8] Electric furnace, beacon, Iron Speed module 3
As always, the savegame would help
And can you describe the problem in short?
And can you describe the problem in short?
- Tue May 20, 2014 6:40 pm
- Forum: Gameplay Help
- Topic: No Power?
- Replies: 6
- Views: 2354
Re: No Power?
As said, the icon will disapear and the engine will start to produce power the moment you connect it to a machine that consumes electric energy.