Search found 365 matches
- Mon Jun 29, 2020 8:30 am
- Forum: Balancing
- Topic: Deathworld shouldn't be about time race
- Replies: 8
- Views: 5411
Re: Deathworld shouldn't be about time race
The line between handling the biters easily and fighting to keep them from munching through your base is very thin. You can either handle them or you dont. Suggestion: The evolution factor could go up to 2.0 What it would mean: From 0.0 to 1.0 Normal biter behaviour like on a default world. From 1.0...
- Sat May 23, 2020 8:01 am
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 2918
- Mon May 18, 2020 5:57 am
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 2918
Re: Heat Pipe Fluids
We already use steam for coal liquification. There is also ne need for heat pipe intersections in their original use. You dont need to split heatpipes. The range is limited and there is only one use. I think steam is a good option to use heat in recipes. Especially since steam is an object and "...
- Thu May 07, 2020 7:34 am
- Forum: Gameplay Help
- Topic: Basic Question about Ratios (Newbie)
- Replies: 7
- Views: 20043
Re: Basic Question about Ratios (Newbie)
Without any Mining Productivity tech levels, it is 30 miners for a yellow belt (15/side), 60 for a red, and 90 for a blue. mining productivity will break any calculations anyway. Miners on the edge of an ore field deplete faster and the output will drop over time. Orientation for the beginning one ...
- Tue May 05, 2020 5:07 am
- Forum: Ideas and Suggestions
- Topic: Artillery shell should store departure location
- Replies: 1
- Views: 685
Re: Artillery shell should store departure location
You could simply switch to static artillery.
I think trains are good to claim new territory.
Static artillery with some range upgrades is good for keeping an area clean.
I think trains are good to claim new territory.
Static artillery with some range upgrades is good for keeping an area clean.
- Tue Apr 28, 2020 12:04 pm
- Forum: Gameplay Help
- Topic: Daylight sensor for when the solar panel electricity production drops below 50%?
- Replies: 3
- Views: 1335
Re: Daylight sensor for when the solar panel electricity production drops below 50%?
try something like 5 solar panels, one accumulator and a radar in an isolated grid. The 5 panels can barely power the radar. As soon as dusk starts the accumulator needs to power the radar because the output of the panels drops. You also need to create logic, that recharges the accumulator the next ...
- Fri Apr 24, 2020 12:20 pm
- Forum: General discussion
- Topic: Train mods; will additional train logic be implemented?
- Replies: 10
- Views: 3636
Re: Train mods; will additional train logic be implemented?
You don’t want the massive bot network, because that’s not how bots thrive. As for refueling, it does not take a separate rail network. It would be convenient to send trains that need fuel to a centralized location, yes. But as it is right now, it is not necessary, with the other thing you don’t wa...
- Fri Apr 24, 2020 6:10 am
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21552
Re: Friday Facts #343 - Environmental particle effects
I really appreciate that you keep working on creating a devkit for massive mods.
This will make factorio immortal and people will play it in 20 years.
This will make factorio immortal and people will play it in 20 years.
- Fri Apr 24, 2020 4:28 am
- Forum: Show your Creations
- Topic: Joseph's technicolor dreamcoat, or how not to make a main bus
- Replies: 48
- Views: 17592
Re: Joseph's technicolor dreamcoat, or how not to make a main bus
I'm curious how long it will take to launch a rocket if you only add the basic materials.
- Mon Apr 20, 2020 7:56 am
- Forum: General discussion
- Topic: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
- Replies: 4
- Views: 2199
Re: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
Map generation has changed in every release, so I would not count on that. But if you generate the entire map before upgrading, there will be no new chunks to worry about. Bad thing about that is that it might break new resources. Dont remember which version it was (think it was when they changed t...
- Mon Apr 20, 2020 5:38 am
- Forum: General discussion
- Topic: is checking biter path cheating?
- Replies: 16
- Views: 5864
Re: is checking biter path cheating?
Not really.
Anyway, it only gave me a little advantage in the beginning.
Later on my chunk aligned defense worked quite well with very little resources.
Anyway, it only gave me a little advantage in the beginning.
Later on my chunk aligned defense worked quite well with very little resources.
- Mon Apr 20, 2020 4:53 am
- Forum: General discussion
- Topic: is checking biter path cheating?
- Replies: 16
- Views: 5864
is checking biter path cheating?
I recently started a new game an wanted to try something new for defense. Not just a simple wall, a little more. While planning my layout I noticed, that it is very convenient to check the biter paths to learn from them. Knowing the paths made it easy to predict where they would attack. Biters are a...
- Fri Apr 17, 2020 9:28 am
- Forum: Gameplay Help
- Topic: Is this the end of my playthrough?
- Replies: 13
- Views: 3609
Re: Is this the end of my playthrough?
Hi @JimBarracus, I can't answer the questions about the RAM - no idea. I have a suspicion that the limitations are my system, though, not the game, as I also turned off steam/smoke, turned down the graphics detail, deleted all visible biters and cleared the map so that only areas covered by radar w...
- Fri Apr 17, 2020 8:31 am
- Forum: Gameplay Help
- Topic: Is this the end of my playthrough?
- Replies: 13
- Views: 3609
Re: Is this the end of my playthrough?
how fast is your ram?
do you use dual channel?
can you post your savegame?
I guess its time to update to something with ddr4.
do you use dual channel?
can you post your savegame?
I guess its time to update to something with ddr4.
- Fri Apr 17, 2020 5:46 am
- Forum: Outdated/Not implemented
- Topic: Remove Fluid Barreling
- Replies: 6
- Views: 2055
Re: Remove Fluid Barreling
Barrels were needed because the fluid wagon was added later. Back then you had to barrel oil in order to transport it. But I think it is not neccesary to remove a perfectly working feature. I often use barrels for uranium mining. No need to carry a full tank of acid, when its enough to block 8 slots...
- Thu Apr 16, 2020 12:09 pm
- Forum: Railway Setups
- Topic: ACME special delivery
- Replies: 6
- Views: 3858
Re: ACME special delivery
I have a personal train with 6 stations for certain areas like the oil refinery or my nuclear power plant. It has a dedicated station and wont block the track. I only use two lokos, no storage. The stations are named: !Mall or !Nukular. This way they are always on top of the list. No need for search...
- Thu Apr 16, 2020 11:48 am
- Forum: Technical Help
- Topic: Best CPU
- Replies: 8
- Views: 3521
Re: CPU Type
I heard RAM speed can sometimes be the bottleneck when it comes to Factorio? I don't really know what to make of all the discussions, but at least bear in mind that probably just anything might not do. I would always recommend to buy the fastest ram that your mainboard/cpu support. Usually ddr4-320...
- Thu Apr 16, 2020 11:14 am
- Forum: Technical Help
- Topic: Best CPU
- Replies: 8
- Views: 3521
Re: CPU Type
A cpu with good single core performance https://www.cpubenchmark.net/singleThread.html I have a i3 8350k at default clock speed and I never noticed any fps drop. they are around 150€ new and the socket has a lot of potential to simply grab a bigger cpu in the future. But untill now it is sufficient ...
- Thu Apr 16, 2020 7:41 am
- Forum: General discussion
- Topic: New Player - Trying to wrap my head around things
- Replies: 16
- Views: 5767
Re: New Player - Trying to wrap my head around things
I would highly recommend you to automate production of things like inserters and belts.
Makes the expansion much easier and less tedious.
Makes the expansion much easier and less tedious.
- Wed Apr 08, 2020 4:35 am
- Forum: Gameplay Help
- Topic: Is this efficient
- Replies: 10
- Views: 2904
Re: Is this efficient
production over the day: 42kW*471 =19782kW drain roboports: 50kW * 68 = 3400kW loss through drain: 3400kW / 19782kW = 17,1% I tend to build solar and batteries seperatly in a remote place with as little roboports as possible. If your base is planned in a good way there should be no large logistic gr...