Search found 50 matches
- Fri Oct 26, 2018 4:39 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32859
Re: New Achievement Ideas
There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode. Harder than hard : Set hard mode/ marathon and actually increase the difficulty. Still have to launch that rocket though. ;) Duct tape for eve...
- Fri Oct 26, 2018 4:13 am
- Forum: Won't fix.
- Topic: [0.16.51] Build-order effecting what gets power
- Replies: 2
- Views: 1461
Re: [0.16.51] Build-order effecting what gets power
Interesting. Perhaps this can be used in a warning system. Will investigate when i can.
- Fri Oct 26, 2018 4:05 am
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 15199
Re: Artillery train nest clearing strategy
I use a resupply train for outpost ammo. The last car is an artillery wagon, which at every outpost delivers a small resupply of shells. 10-20 depending on settings. These are the resupply for a small amount of static artillery points. Usually 2-6 depending on how close to the frontline they are. Au...
- Fri Oct 26, 2018 3:47 am
- Forum: Off topic
- Topic: A Danger of Factorio
- Replies: 9
- Views: 8019
Re: A Danger of Factorio
What is this "Lunch" you speak of?
- Mon Oct 15, 2018 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Important functionality missing: SpawnRelocation
- Replies: 6
- Views: 2876
Re: Important functionality missing: SpawnRelocation
A placeable beacon? Something to mark "spawn here!" And you could have several.
One near ammo and admit storage. Or the mall.
One near ammo and admit storage. Or the mall.
- Sun Jul 15, 2018 6:49 pm
- Forum: Ideas and Suggestions
- Topic: better fuel -> faster furnace?
- Replies: 6
- Views: 3261
Re: better fuel -> faster furnace?
I'd use a different additive percentage. That way your not using something like the top speed/acceleration percentages. Something brand new added on would be better i think. A furnace variable. So you can run either an electric furnace heavily beaconed, or a nuclear fuel powered steel furnace. Maybe...
- Mon Jul 09, 2018 5:52 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 18171
Re: Whats your current game goal?
Beat a RSO expensive recipe run. Post a possible general purpose outpost build here soon.
- Tue Jun 12, 2018 9:41 pm
- Forum: Show your Creations
- Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
- Replies: 10
- Views: 22609
Re: My 1000 science per minute casual "megabase"
Stuff goes in, science comes out.
I like it! Very big congrats on reaching you goal!
How many bootstrap bases did you go through?
I like it! Very big congrats on reaching you goal!
How many bootstrap bases did you go through?
- Fri Feb 02, 2018 10:14 pm
- Forum: General discussion
- Topic: Deleting spawners within a radius?
- Replies: 3
- Views: 1996
Re: Deleting spawners within a radius?
You can do this in game with artillery
- Mon Jan 15, 2018 8:16 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32421
Re: Mining Outpost, how do you make them?
At first its a couple of gun turrets loaded with a stack of ammo in support of each other. Then it's a large power pole with a ring of laser turrets. Final solution is walking off a choke point and supplying it by train. With a mix of gun and laser turrets. Mining itself is standard rows and belts, ...
- Thu Oct 05, 2017 7:20 pm
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 46385
Re: What is everyone's preferred train size
Meanwhile in real life mining companies use quite ridiculously long trains, no grunting involved :) from https://en.wikipedia.org/wiki/Longest_trains, e.g. "BHP Billiton used to run iron ore trains of 336 car length, 44,500 tonnes of iron ore, over 3 km long, six to eight locomotives including...
- Wed Aug 30, 2017 1:42 pm
- Forum: General discussion
- Topic: Main Bus Design
- Replies: 12
- Views: 11617
Re: Main Bus Design
I've been playing the expensive recipes in.15+
Gotta say that while my iron needs are fairly well served by one 4-lane red bus, the copper kills me around purple and yellow science. I ended up with 8lanes of copper to feed the maw of science.
Gotta say that while my iron needs are fairly well served by one 4-lane red bus, the copper kills me around purple and yellow science. I ended up with 8lanes of copper to feed the maw of science.
- Wed Jul 12, 2017 1:48 pm
- Forum: Gameplay Help
- Topic: Productivity and speed module have cap ?
- Replies: 6
- Views: 2818
Re: Productivity and speed module have cap ?
That's the unlimited research tech you are talking about?
If so, no there is no limit.
But you can only put in two product or speed modules in a mining drill.
I do not believe there is a cap on speed or productivity.
If so, no there is no limit.
But you can only put in two product or speed modules in a mining drill.
I do not believe there is a cap on speed or productivity.
- Sat Jul 08, 2017 12:42 pm
- Forum: Gameplay Help
- Topic: deploy maximum capsules at once?
- Replies: 6
- Views: 2357
Re: deploy maximum capsules at once?
I am curious as to the answer myself.
- Mon Jun 26, 2017 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 11701
Re: Stop Blueprints escaping their Books
I think the problem is you gave us a new function (the ability to label via graphic markers) and didn't follow through. So what players seem to be asking for is an expanded functionality of those markers. The ability to select a blue print from the book grid, and have it zip back without ending in i...
- Wed Jun 07, 2017 4:34 pm
- Forum: General discussion
- Topic: Logistic Network Needs to be smarter
- Replies: 44
- Views: 16376
Re: Logistic Network Needs to be smarter
I would like a way to assign, or otherwise designate, a bot area via the roboports. Like area 1, area 2, ect.. And have a way to automatically assign a group of bots to it. At work so I don't have any PhotoShop. But id want the areas to overlap too. And be nameable. That would allow something like t...
- Mon Jun 05, 2017 8:14 pm
- Forum: Gameplay Help
- Topic: How to use first bots in 0.15
- Replies: 6
- Views: 2110
Re: How to use first bots in 0.15
It would work if not for one crucial thing - without speed upgrades (that you might not have access for quite some time after having construction bots) they will be slow as molases ;) Sadly other mods like Nanobots there is no way to use blueprint efficiently now until at least blue science I think...
- Thu Jun 01, 2017 2:54 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 36886
Re: Kovarex Enrichment Process unbalanced?
The process should be reballanced to make large amount of raw U-238 unusable for power. Right now you can basically use 100% of your U-238 to make U-235 and use it for power. Maybe instead of consuming three of U-238 the enrichment process should produce another U-238 that's depleted for good and i...
- Tue May 30, 2017 2:43 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9446
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
Unless someone has a handy graph to show off? Courtesy pichutarius , and OP . Unfortunately, his turret damage graph doesn't show depleted uranium ammo, but I'm pretty sure it would be up around where the tank is. The tank curve really makes me long for vanilla cannon turrets. thank you! And that i...
- Sun May 28, 2017 2:39 am
- Forum: General discussion
- Topic: warehouse
- Replies: 40
- Views: 14144
Re: warehouse
Not exactly. I usually only have a couple of large ore trains in waiting. With about one train per patch. It varies, but usually doesn't back up.