Search found 841 matches: "flamethrower turret"
Searched query: flamethrower turret
- Sat Feb 19, 2022 9:55 pm
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 8685
Re: Best oil for flame towers?
https://wiki.factorio.com/Flamethrower_turret: Light oil gives 110% damage
- Sat Feb 05, 2022 2:59 am
- Forum: General discussion
- Topic: What is the total cost to launch a rocket in marathon?
- Replies: 14
- Views: 5097
Re: What is the total cost to launch a rocket in marathon?
... factor will kill you in a few hours. You have to have a belt fed turret perimeter with walls up and substantial ammo production by the time ... just manage your pollution. The minimum amount of pollution to get to flamethrower turrets (which are the key) is fixed. So the enemy is going ...
- Fri Dec 24, 2021 10:12 pm
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8156
Re: All the zero drain laser walls
... via light oil. Set to ~20s. The light oil tank must be connected to flamethrower turrets. Light oil must be supplied to the tank via a pump on the switched perimeter power ...
- Fri Dec 24, 2021 6:59 am
- Forum: Modding help
- Topic: Mapping entity to occupied tiles for processing blueprint in Python script
- Replies: 1
- Views: 741
Mapping entity to occupied tiles for processing blueprint in Python script
... when I see { "entity_number": 1, "name": "flamethrower-turret", "position": { "x": -687.5, "y": 86 }, "direction": ...
- Thu Dec 23, 2021 9:11 pm
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 13589
Re: best defense?
... the idea still works. It does. Emplacements built from one arty, four flamethrower and eight gun turrets serviced by a roboport in protected territory is all you need to extend your territory ...
- Wed Dec 22, 2021 5:23 am
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 13589
Re: best defense?
... 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. ...
- Tue Nov 30, 2021 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Get the 'Sulfuric acid barrel' tank ammo. (Vehicle version of Personal Poison capsules)
- Replies: 4
- Views: 1155
Get the 'Sulfuric acid barrel' tank ammo. (Vehicle version of Personal Poison capsules)
... for. Instead, equipment in the form of a more powerful "liquid turret" (such as a vehicle flamethrower) can be added using "sulfuric acid" from inside vehicles. -Because I ...
- Tue Nov 23, 2021 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Flamethrower Turret: more options w/fluids
- Replies: 1
- Views: 972
Re: Flamethrower Turret: more options w/fluids
I could get behind this.
I've also been thinking recently that it'd be interesting for you to be able to pump sulfuric acid through them, though obviously not for a flame affect....
I've also been thinking recently that it'd be interesting for you to be able to pump sulfuric acid through them, though obviously not for a flame affect....
- Tue Nov 23, 2021 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Flamethrower Turret: more options w/fluids
- Replies: 1
- Views: 972
Flamethrower Turret: more options w/fluids
TL;DR Add more ways for fluids to affect the flamethrower turret beyond only damage. Fluids in Flamethrower Turrets Currently, flamethrower turrets have their ...
- Tue Oct 26, 2021 11:44 am
- Forum: Releases
- Topic: Version 1.1.43
- Replies: 5
- Views: 10475
Version 1.1.43
... Weapons Damage 6 and 7. (https://forums.factorio.com/100149) Fixed flamethrower turrets not reporting the correct damage bonuses Fixed gun turret tooltips showing the ammo ...
- Mon Oct 11, 2021 3:27 pm
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2338
- Mon Oct 11, 2021 3:24 pm
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2338
Re: Flamethrower Turrets do not give back fluid on deconstruct
The question isn't how to use flamethrower turrets but why it's not a bug that flamethrower turrets destroy fluids on deconstruction when other entities ...
- Sat Oct 09, 2021 7:01 pm
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2338
Flamethrower Turrets do not give back fluid on deconstruct
So I have this outpost that I'm deconstructing (just the walls and turrets) because it is now inside safe territory, walled off against water chokepoints. I'm just now noticing that the flamethrower turrets don't dump their fluid-contents back into the pipes! Not cool.... ...
- Fri Jun 18, 2021 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2914
- Sun Jun 13, 2021 3:56 am
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2914
Re: Map Laser Turret Color Red
One potential problem with that: both grass and trees are already green.
Not to say green is a bad color for lasers.
Personally, I would prefer laser turrets, gun turrets, and flamethrower turrets to be all the same color because in my mind these defensive structures all serve the same purpose.
Not to say green is a bad color for lasers.
Personally, I would prefer laser turrets, gun turrets, and flamethrower turrets to be all the same color because in my mind these defensive structures all serve the same purpose.
- Wed Jun 02, 2021 6:38 am
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2914
Re: Map Laser Turret Color Red
It is a minor issue but yes, it is practically the same color as enemies. Just make it bright yellow (but maybe not orange since the flamethrower has that), or pink, or a more broken red, add in some blue tint... almost anything is better. Whatever generic player entity color would be better ...
- Mon May 31, 2021 6:50 am
- Forum: Gameplay Help
- Topic: regarding guns in the late game
- Replies: 11
- Views: 4213
Re: regarding guns in the late game
My late game outposts are strictly a gun turret/flamethrower affair. With two artillery pieces added in as well. The size is within a single roboport ...
- Sat May 29, 2021 5:37 pm
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 6305
Re: auto-generating blueprints
... " #('accumulator' 6019) #('arithmetic-combinator' 75) #('artillery-turret' 18) #('assembling-machine-1' 4) #('assembling-machine-2' 334) #('assembling-machine-3' ... 3179) #('fast-underground-belt' 441) #('filter-inserter' 30) #('flamethrower-turret' 1) #('gate' 4) #('gun-turret' 1) #('heat-exchanger' ...
- Wed Apr 14, 2021 7:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.30] Crash on saving [Space exploration mod]
- Replies: 2
- Views: 10190
[Lou] [1.1.30] Crash on saving [Space exploration mod]
... 8.469 Script @__space-exploration__/data_util.lua:1033: flamethrower-turret space-exploration.collision_mask_space_platform 8.469 Script @__space-exploration__/data_util.lua:1033: ...
- Thu Mar 25, 2021 6:58 pm
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 12382
Re: Version 1.1.28
[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla ... category bonus. (https://forums.factorio.com/96566) [*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties ...