My weapon of choice is the tank. It's shells out-range the worms, only drawback is you have to be close enough to make him come out of the ground, but you can still avoid being too close that he can attack.
Edit: The normal (non-explosive) rounds actually do 90%ish of its HP as well.
Search found 29 matches
- Sun Mar 06, 2016 5:10 pm
- Forum: Gameplay Help
- Topic: How to fight against big worms
- Replies: 6
- Views: 21988
- Sun Mar 06, 2016 1:18 pm
- Forum: Duplicates
- Topic: Crash when loading savegame
- Replies: 1
- Views: 1173
Re: Crash when loading savegame
Bug was fixed in 0.12.26
viewtopic.php?f=3&t=20958
viewtopic.php?f=3&t=20958
FactorioBot wrote: Bugfixes
- Fixed the corrupted level 2 of the New hope campaign, that was producing corrupted saves. If you are already playing this level, you have to start it over, I'm sorry for the trouble.
- Sun Mar 06, 2016 3:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] - MSI / EVGA warning, I don't have those programs
- Replies: 4
- Views: 2135
Re: [0.12.25] - MSI / EVGA warning, I don't have those programs
Do you have any other overlays or any other programs that may be trying to hook into Factorio maybe?
Does your ATI Radeon program have some optimization software like Nvidia's game profiles?
Can't help much more than that
Does your ATI Radeon program have some optimization software like Nvidia's game profiles?
Can't help much more than that
- Sun Mar 06, 2016 2:52 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227627
Re: Friday Facts #128 - Back down to earth
I can see chaining these in a line to create insanely fast horizontal transport, considering they teleport items from the end of the belt, through the chest and out to the other belt in 1-2 ticks.
Bet I could make it run faster than a train
Bet I could make it run faster than a train
- Fri Mar 04, 2016 4:18 pm
- Forum: Multiplayer
- Topic: Auto-idle server?
- Replies: 3
- Views: 2170
Re: Auto-idle server?
Game is paused when no players connected
- Thu Feb 25, 2016 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.23] [kovarex] Ungraceful error message when version/mods don't match in multiplayer
- Replies: 6
- Views: 4935
Re: [0.12.23] Ungraceful error message
I was playing around with the mods being enabled/disabled so I could be wrong, but I think they were enabled, and it was just listing info. I don't think there was a mod mismatch when I screen-capped this.
- Wed Feb 24, 2016 7:09 pm
- Forum: Not a bug
- Topic: Combinator Bug or a Feature?
- Replies: 2
- Views: 1558
Re: Combinator Bug or a Feature?
You are correct. The constant combinator is always 1. This makes it impossible for the red lamp to be 0, because it's only getting signals 1-10, whereas because the green is an isolated network, its only getting signals 0-9. This works like this because the constant always adds its 1 to the output o...
- Wed Feb 24, 2016 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.23] [kovarex] Ungraceful error message when version/mods don't match in multiplayer
- Replies: 6
- Views: 4935
[0.12.23] [kovarex] Ungraceful error message when version/mods don't match in multiplayer
When trying to join a 0.12.22 server using .23, you are presented with this big wall of text. It looks like it was left in for debug, but most end users don't really need to see all this. Should be replaced with something simple like Version mismatch detected! You are running: v0.12.23 Server is run...
- Mon Feb 22, 2016 5:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.12.22] [for 0.17] Train Manual mode via Script
- Replies: 5
- Views: 5867
[Dominik] [0.12.22] [for 0.17] Train Manual mode via Script
Changing a train to manual mode via script while the UI is open means that the Manual Start/Stop button doesn't resync until you Close/Re-open the UI. I have created a mini-mod to demonstrate, but I won't be surprised if this is added to the 0.13 changes. trainmanual_minimod_1.0.0.zip Steps to repro...
- Mon Feb 15, 2016 2:06 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104432
Re: [MOD 0.12.x] Smarter Circuitry
Can you post the error? I'm using the mod fine on my multiplayer dedicated serverdevilwarriors wrote:We tried adding the mod to the public server we have and the actuators give an error in multiplayer.
- Sun Feb 14, 2016 2:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104432
Re: [MOD 0.12.x] Smarter Circuitry
That's very curious, because that's what was happening before I fixed it (in the original mod). Did you delete the old mod folders and replace with mine?
You might have to send me your map because I don't think I can replicate.
You might have to send me your map because I don't think I can replicate.
- Fri Feb 12, 2016 5:31 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104432
Re: [MOD 0.12.x] Smarter Circuitry
Fixed for 12.22, broken actuators and sensors with trains. Feel free to let me know if anything else is broken until the mod author returns. Cool, thanks! Do you have this on github or something alike? Edit: Did not work, though. The train is recognized when I first place the sensor, but not after ...
- Thu Feb 11, 2016 3:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104432
Re: [MOD 0.12.x] Smarter Circuitry
Fixed for 12.22, broken actuators and sensors with trains. Feel free to let me know if anything else is broken until the mod author returns.
- Thu Feb 11, 2016 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104432
Re: [MOD 0.12.x] Smarter Circuitry
I have been looking into this because I want to use this mod until .13 I did find a small workaround for sensors for now but every time I sit down to look at this I get called away. The catch is that this will disable them being able to read electricity for now. To apply go to sensor_0.4.9/control.l...
- Tue Feb 02, 2016 6:10 am
- Forum: Multiplayer
- Topic: [Aus] Looking for players for MP
- Replies: 17
- Views: 29110
Re: [Aus] Looking for players for MP
Sounds fine with me
And yes https://youtu.be/pCUMpN8gMrs?t=1m32s
Will be on in about two hours for the rest of the night if your keen to start soon
And yes https://youtu.be/pCUMpN8gMrs?t=1m32s
Will be on in about two hours for the rest of the night if your keen to start soon
- Mon Feb 01, 2016 5:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [Dominik] Train block its own path with chain signals
- Replies: 37
- Views: 50928
Re: [0.12.22] Trains block there own path with chain signals
You don't need to make 450 degrees. I've a setup, where I have such a circle, that the train comes in from the left side, makes a 270 degrees loop and goes out into down direction. Nearly equivalent to this setup, but with the distinction, that it is not possible to go down, when you come from left...
- Mon Feb 01, 2016 3:29 pm
- Forum: Multiplayer
- Topic: [Aus] Looking for players for MP
- Replies: 17
- Views: 29110
Re: [Aus] Looking for players for MP
Just default everything, but I don't have a preference so open to change. Add me on steam or PM me here
- Mon Feb 01, 2016 5:11 am
- Forum: Multiplayer
- Topic: [Aus] Looking for players for MP
- Replies: 17
- Views: 29110
Re: [Aus] Looking for players for MP
Cool, except I tend to work weekends so we'll have to see how that works out haha
- Mon Feb 01, 2016 3:44 am
- Forum: Multiplayer
- Topic: [Aus] Looking for players for MP
- Replies: 17
- Views: 29110
[Aus] Looking for players for MP
Looking for one or a few players to play multiplayer with. Just find it so hard to get into the game in SP sometimes. I have a dedicated server situated in Aus (based in Sydney) that's ready to go. Ideally I want to get a huge world going with lots of trains as I've never managed to have a demand fo...
- Mon Feb 01, 2016 1:26 am
- Forum: Multiplayer
- Topic: Need help tonight, my base has been overrun
- Replies: 4
- Views: 14252
Re: Need help tonight, my base has been overrun
Sure, if I'm on, you can add me on Steam
(Cbrad24)
or PM me on here