Search found 1124 matches

by NotRexButCaesar
Wed Dec 22, 2021 10:59 pm
Forum: Gameplay Help
Topic: best defense?
Replies: 11
Views: 17371

Re: best defense?

Sooner or later nests will be created near your defense line … Even worse, it's possible worms are created right outside your turret range but inside their own spitting range, so they will destroy your defense while not being attacked themselves. That is not true if you play on the railworld preset...
by NotRexButCaesar
Wed Dec 22, 2021 5:23 am
Forum: Gameplay Help
Topic: best defense?
Replies: 11
Views: 17371

Re: best defense?

hello, what is the best defense? It depends on what you want to optimise: At high enough laser damage and shooting speed research, all you need is a single line of laser turrets. Flamethrower turrets are probably the most efficient in damage per turret and cost of firing. Normal turrets are the eas...
by NotRexButCaesar
Wed Dec 22, 2021 4:29 am
Forum: Releases
Topic: Version 1.1.50
Replies: 30
Views: 29505

Re: Version 1.1.50

TaxiService wrote:
Tue Dec 21, 2021 6:37 pm
wake me up when they fix the rocket silo
I agree: bugs that affect gameplay should be fixed before bugs that no one has heard of are.
by NotRexButCaesar
Mon Dec 20, 2021 11:23 pm
Forum: Videos
Topic: My name is Bot, James Bot.
Replies: 3
Views: 2928

Re: My name is Bot, James Bot.

Wow, this is amazing.
by NotRexButCaesar
Sat Dec 18, 2021 12:44 am
Forum: Questions, reviews and ratings
Topic: Mod help: Factory planner
Replies: 1
Views: 1116

Re: Mod help: Factory planner

yosraz wrote:
Fri Dec 17, 2021 10:13 pm
How do I decide this value?
It depends how much product you want to make.

You can really pick any number that seems reasonable.
by NotRexButCaesar
Mon Dec 06, 2021 8:47 pm
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 12006

Re: Slight reduction of rocket launch animation time

I feel like the rocket silo just needs a rework in general: The irritating timings (This topic) The strange power consumption (https://forums.factorio.com/93176, https://forums.factorio.com/78854) The inability to insert more than one inserter hand of fish at a time (https://forums.factorio.com/78854)
by NotRexButCaesar
Tue Nov 30, 2021 4:39 am
Forum: Ideas and Suggestions
Topic: Improve Basic Circuit Overview
Replies: 11
Views: 5685

Re: Improve Basic Circuit Overview

mrvn wrote:
Mon Nov 29, 2021 7:10 pm
I think it would help a lot to add mini poles that you place just to route the wires through them.

Implemenation wise the power poles could be electric poles with 0 copper connections and 0 height.
I use constant combinators with no signals as “mini poles”
by NotRexButCaesar
Mon Nov 29, 2021 6:10 am
Forum: Implemented Suggestions
Topic: Text color at railway stations
Replies: 10
Views: 4250

Re: Text color at railway stations

Wasn't there a rich text syntax to set font color? Yes, the wiki article linked above shows how: https://wiki.factorio.com/Rich_text Under "Text modifiers" Syntax: [color=rgb]...[/color] [color=#rrggbb]...[/color] [color=#aarrggbb]...[/color] [color=rgb]...[.color] [color=#rrggbb]...[.col...
by NotRexButCaesar
Mon Nov 29, 2021 5:20 am
Forum: Mod portal Discussion
Topic: Hall of Fame on the Mods portal
Replies: 2
Views: 1301

Re: Hall of Fame on the Mods portal

They could also just add something more specific to the credits. There is already this general message: "One very big thank you goes to the whole Factorio community, namely on the Factorio forums, on Steam, and on Reddit. - They have been testing experimental versions and found many bugs. - The...
by NotRexButCaesar
Mon Nov 29, 2021 4:26 am
Forum: Ideas and Suggestions
Topic: Improve Basic Circuit Overview
Replies: 11
Views: 5685

Re: Improve Basic Circuit Overview

You can always use the PickerDollies mod to help spread things out & make them more readable.
by NotRexButCaesar
Mon Nov 22, 2021 12:23 am
Forum: Minor issues
Topic: [1.1.5] Rocket silo power inconsistency
Replies: 1
Views: 1952

Re: [1.1.5] Rocket silo power inconsistency

Why is the now-removed lamp power consumption not a minor issue (https://forums.factorio.com/100109), but this much larger gameplay changing (when launching space science packs for fish it is impossible to insert more than ten because the rocket will launch without power) bug is considered a minor i...
by NotRexButCaesar
Sat Nov 20, 2021 6:20 am
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 63
Views: 121383

Re: Songs to Factorioize by

https://www.youtube.com/watch?v=gLX7iF2i9C0

Something to mess with your heart rate late at night.
by NotRexButCaesar
Sat Nov 13, 2021 2:01 am
Forum: General discussion
Topic: Alt-F4 #52 - Fluidic Power Benchmarking
Replies: 18
Views: 5493

Re: Alt-F4 #52 - Fluidic Power Benchmarking

IMO it should stay as a mod. I'd rather have more control over electricity from the modding API to reduce the effect of the Electric Network. I'm still thinking of a good modding interface request to make to achieve this, so if anyone has ideas please share :P I think that there should just be an i...
by NotRexButCaesar
Tue Oct 19, 2021 11:48 pm
Forum: Multiplayer / Dedicated Server
Topic: Free service to run your server: Factorio Zone
Replies: 183
Views: 158040

Re: Free service to run your server: Factorio Zone

mrvn wrote:
Mon Oct 18, 2021 12:07 pm
If I play and the map grows beyond 10MB then that means I can still play but never upload a map again, right?
Yes, the size limit only applies to uploading.
by NotRexButCaesar
Tue Oct 12, 2021 10:34 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 38097

Re: What are the most impractical items in Factorio?

foamy wrote:
Mon Sep 27, 2021 8:18 pm
and are the only thing you can use to send manual circuit signals without opening up a combinator interface.
you can also rotate an inserter that reads hand contents, but that only works for pulses.
by NotRexButCaesar
Mon Oct 04, 2021 8:01 am
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 6912

Re: Disable artillery wagon auto-fire when train is in manual mode

There is no need to make the game easier … I constantly have to make sure that he does not start shooting in an arbitrary place, but only where I need it. Yes. This is hard. But we are not looking for easy ways in this game? Factorio is not a game about micromanagement or constant monitoring. Were ...
by NotRexButCaesar
Sun Oct 03, 2021 6:38 am
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 6912

Re: Disable artillery wagon auto-fire when train is in manual mode

+1 It seems like everyone wants this, & it can be annoying to have the artillery train required to be far away when you are not ready for it yet.
by NotRexButCaesar
Sat Oct 02, 2021 9:58 pm
Forum: Questions, reviews and ratings
Topic: Building mode mod
Replies: 2
Views: 1442

Re: Building mode mod

I know I can play with larger starting area or put biter evolution low but those are workarounds because I still want biters to level and I'd be too op at certain times if biters are levelling slow the whole playthrough. This does not answer your other question, but for this reason I like to set ti...
by NotRexButCaesar
Thu Sep 23, 2021 12:53 am
Forum: Releases
Topic: Version 1.1.40
Replies: 38
Views: 25960

Re: Version 1.1.40

henke37 wrote:
Wed Sep 22, 2021 9:42 pm
Some criteria to feed into the algorithm:
  • how the license was bought
  • forum activity
Why should the way the license was bought or forum activity affect the trustworthiness of an account?
by NotRexButCaesar
Wed Sep 22, 2021 7:09 pm
Forum: Releases
Topic: Version 1.1.40
Replies: 38
Views: 25960

Re: Version 1.1.40

Could the server account for the ban reason, the ratio of banned to unbanned players, or employ some other set of criteria to weight bans? Some multiplayer games (especially on modded games where few people ever try to join) will ban every joining player instead of using a password.

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