Search found 365 matches
- Wed Nov 04, 2020 9:04 am
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 4165
Re: Atomic bomb is too weak
There should be actual nuclear artillery shells.
- Fri Oct 30, 2020 6:44 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10441
- Thu Oct 29, 2020 8:00 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10441
Re: Trains: Chain signals should factor in the length of the train
you and OP seem to be motivated by absolutely the same. to remove gameplay from game. calling things bad track design just seems like blaming player for engaging in gameplay. OPs idea isn't flawed because he plays the game wrong. it is flawed because it removes what is to be played. thuus it is the...
- Fri Oct 23, 2020 5:12 am
- Forum: Ideas and Suggestions
- Topic: placeable barrels with special effects (Michael Bay edition)
- Replies: 2
- Views: 800
placeable barrels with special effects (Michael Bay edition)
TL;DR Placeable barrels, that contain the fluids available. Some contents are explosive. What ? You can place barrels in the world and when they contain light oil or petroleum gas they explode when they get damaged. Other fluids would just spill with an animation. They could leave a burning area an...
- Tue Oct 06, 2020 11:29 am
- Forum: General discussion
- Topic: Science Per Minute
- Replies: 5
- Views: 5932
Re: Science Per Minute
1000 SPM = 1000 * 7 colors of packs = 7000 1000 SPM = 1000 * 6 colors of packs = 6000 if you exclude military Military is not required for civilian infinite technologies like mining productivity. mining productivity is the most usefull one, when aiming for infinte research. Everything else hits a u...
- Wed Sep 30, 2020 12:05 pm
- Forum: General discussion
- Topic: What is the optimal gap (and direction) between rails?
- Replies: 20
- Views: 16888
Re: What is the optimal gap (and direction) between rails?
I leave a gap of two just like op, but I use LHD, because I can put the signals in the middle. I usually run power lines along every track and place them in the middle. At every second power pole I place signals in the small gap between the power pole and the rails. The gap of two leaves enough spac...
- Tue Sep 29, 2020 10:28 am
- Forum: Ideas and Suggestions
- Topic: Rail Signals immune to fire
- Replies: 11
- Views: 3800
Re: Rail Signals immune to fire
and it seems odd that signals and chain signals, both of which to me conceptually fit into the same category of "essential rail network bits", are not immune from flame damage. But why would you want to have signals in that area? Even if the signals become fireproof, what if a train has t...
- Thu Sep 17, 2020 12:08 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 27053
Re: I can't beat it...
I didn't see anything regarding turret creep. I assumed, the tank gun is meant. Although, the car is far too squishy for anything beyond medium biters. You're not supposed to hit them with the car. The car is fast enough to avoid the acid attacks. The machine gun is powerfull and has a higher shoot...
- Thu Sep 17, 2020 4:38 am
- Forum: General discussion
- Topic: [POLL] Left- or Right- hand rails and roads?
- Replies: 24
- Views: 8234
Re: [POLL] Left- or Right- hand rails and roads?
I do left side trains because I like having the signals on the inside of the rails... pretty much this. I also leave a gap of two rails for smooth lane changing. We have right hand traffic where I live. I dont think driving on a certain side is a thing in factorio. Especially when you play 99% alone.
- Wed Sep 16, 2020 5:26 am
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 27053
Re: I can't beat it...
Once you've stabilized around laser/flamethrower defenses/clean power/efficiency modules, what's the easiest and quickest way to clear entire maps of alien bases out? Assuming we don't have the incredibly expensive stuff like artillery/nukes/power armor 2. I've always kind of hit an effort roadbloc...
- Tue Sep 01, 2020 7:30 am
- Forum: Gameplay Help
- Topic: Bad map, but I am determined! Where should the bus go?
- Replies: 3
- Views: 1018
Re: Bad map, but I am determined! Where should the bus go?
I think I would build something like this.
- Tue Sep 01, 2020 4:45 am
- Forum: Gameplay Help
- Topic: How many accumulators for laser turrets?
- Replies: 6
- Views: 1880
Re: How many accumulators for laser turrets?
can I put all accumulators at one place in my base and it will cover the whole map where the electric wires are? Or do I need to put them around laser turrets? It doesnt matter where they are, they just need to be connected to the same electric grid. Also how many per laser turrets? Well it depends...
- Thu Aug 13, 2020 8:40 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 603143
Re: Accumulator / Solar panel ratio
Not many seem to realise this and assume that the ratio actally means something instead of the count of solar panels and accumulators compared to your power draw is what matters. The answer happens to be 42. That is, kW constant draw with maximised accumulators. every solar panel can provide 42kw c...
- Thu Aug 06, 2020 4:55 am
- Forum: Gameplay Help
- Topic: What is a good way to refill ammo and place guns?
- Replies: 7
- Views: 2190
Re: What is a good way to refill ammo and place guns?
Trying to figure out where to place gun turrets and why. It seems like a lot of veterans don't wall off their entire base and just place turrets in clumps around it. I've also seen some designs that look like they don't have ammo automatically refilling them. best place to start are the miners, the...
- Fri Jul 31, 2020 11:35 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33425
Re: Friday Facts #358 - Alien decoratives & Polluted water
tbh I think the water should turn red-brown or even purple.
Maybe add oily puddle effects.
green water would suggest that there is a lot of algae around.
Maybe add oily puddle effects.
green water would suggest that there is a lot of algae around.
- Mon Jul 27, 2020 7:31 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45058
Re: Friday Facts #357 - Nuke
the rocket feature and all the explosion gifs on the fff are amazing!
- Fri Jul 17, 2020 4:31 am
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 13810
Re: A critique of Factorio’s power generation systems
In hindsight its not very complicated.
Nuclear reactors should explode when they reach 1000°C.
Nuclear reactors should explode when they reach 1000°C.
- Thu Jul 09, 2020 5:21 am
- Forum: Ideas and Suggestions
- Topic: STEAM SUPERHEATER
- Replies: 10
- Views: 2964
Re: STEAM SUPERHEATER
It'd be neat if feeding better fuel into boilers got you hotter steam, which engines and turbines could use to generate scaling power. Coal would give you the current temperature steam, wood less, solid fuel more -- this would be where engines would cap out --, rocket fuel more still, and nuclear f...
- Tue Jul 07, 2020 11:23 am
- Forum: Ideas and Suggestions
- Topic: STEAM SUPERHEATER
- Replies: 10
- Views: 2964
Re: STEAM SUPERHEATER
I miss the old boilers. It required some tweeking when setting it up and the ratio was a little off. The system was far more complex. Now its just one boiler and two steam engines and everything matches perfectly. A nuclear setup is more complex. I guess the game needs a simple way to produce power ...
- Mon Jul 06, 2020 8:20 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 18974