I have too much florite usually, but I tend to do Slag -> Crystallization for my Uranium... so I get a lot of florite..
I used to have a Sulfer problem till I switch all my Coke manufacturing from baking it to washing for the sulfer waste water. But I'm not even processing my acid gas right now
Search found 41 matches
- Fri Jan 11, 2019 8:23 pm
- Forum: Angels Mods
- Topic: Smelting lead tier 3 worse than tier 2.
- Replies: 9
- Views: 6161
- Fri Jan 11, 2019 4:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571001
Re: Development and Discussion
I'd personally like to see a way to get all the Trees, Gardens, Puffers, & Fish through none exploratory means. Trees & Gardens (seeds) could gotten from an aviary, fish eggs gotten from processing water, and Puffers could be gotten from processing Air. (Just examples).. But basically the pr...
- Tue Jan 08, 2019 6:41 pm
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 59604
Re: Show me yours...
Currently doing a play through of Train World w/ Death world biter settings...
My early base: aka Glorious Spaghetti (pre logistics)
My early base: aka Glorious Spaghetti (pre logistics)
- Sun Jan 14, 2018 9:19 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424229
Re: Friday Facts #225 - Bots versus belts (part 2)
I like the idea of stacked belts...but make them work sort of like highways... IE there are on ramps and off ramps that can output a fully compressed belt... 2ndly... Check out Angels mods... specify the Logistics mod... They have some called a Cargo bot that holds 100 items at a but moves stupid sl...
- Thu May 25, 2017 6:09 pm
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 16755
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
Generally speaking I avoid pipes in general. I just barrel stuff, and manually move things around until I get logistics usually.
- Thu May 25, 2017 5:50 pm
- Forum: General discussion
- Topic: Poll : Curious as to how many coders play factorio
- Replies: 10
- Views: 4097
Poll : Curious as to how many coders play factorio
A follow coder and friend at work talked about the glory of factorio.. I'm now working in an office were every Software Engineer here (6 of us) plays factorio...We love it.. We joke about how any new hires should be required to make a factory and then we evaluate it to get a sense of their engineeri...
- Thu Apr 27, 2017 2:19 pm
- Forum: General discussion
- Topic: Potential New Game Mode based on Chain Signal Tutorial?
- Replies: 2
- Views: 1896
Potential New Game Mode based on Chain Signal Tutorial?
1st. Shout out to the devs for such an awesome tutorial system. It is truly awesome. So last night I checked out the Chain Signal Tutorial... and I kinda want more. I think this is more likely to implemented by modders, but I could totally see a series of Factorio puzzles coming through. Such as bal...
- Wed Mar 22, 2017 3:40 pm
- Forum: General discussion
- Topic: What does your mega-base actually produce?
- Replies: 21
- Views: 15724
Re: What does your mega-base actually produce?
...So how do you motivate yourself to keep going? ... I'm an engineer at heart (Software engineer granted). Building a bigger, better, more perfect factory is just what all innate engineers love to do (that I've met). I think it comes down to the Pursuit of perfection, even though we all know that ...
- Mon Mar 13, 2017 2:21 pm
- Forum: Gameplay Help
- Topic: Starting out a new map.
- Replies: 11
- Views: 4802
Re: Starting out a new map.
Having 1 less physical resource to be highly dependent on (coal) is always nice. But I don't upgrade to electric furnaces until I have robots and efficiency modules. But like I said before, I rip out all smelting from my base at this time anyways, and throw it down to a smelting station to handle it...
- Wed Mar 08, 2017 5:03 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 137035
Re: Hidden ores
Is this idea still up for consideration? IF so, I vote yes. Provided the Hidden ores work similar to oil.
- Wed Mar 08, 2017 3:46 pm
- Forum: Gameplay Help
- Topic: Starting out a new map.
- Replies: 11
- Views: 4802
Re: Starting out a new map.
This is a new map that I just started. Any thoughts or suggestions would be helpful! To look at the map download the file and open index.html. You have Some problems if this will also be your long term solution to smelting. 1. Your smelting line currently in bound to a 2x2 tile Smelter. When the ti...
- Wed Mar 01, 2017 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 17585
Re: Change Default Auto Save 2min to 15min.
15 is extreme for a default. I would recommend a 4 at the max. It barely takes any time for my save to go through, but I pointed my Windows Documents to be on my SSD.. I've noticed quite a few gamers will have their My Documents on their HDD vs the SSD, If you want faster saves, you'll want to fix t...
- Tue Feb 28, 2017 7:28 pm
- Forum: General discussion
- Topic: Walled off VS Outposts
- Replies: 12
- Views: 7724
Re: Walled off VS Outposts
It really depends on how spread out your outposts are, and if you play with water or not. If you think the amount of time and resources it takes to expand you wall will net you many pockets of resources I say go for it. I've done both methods, and I've found if you plan on making bigger bases to jus...
- Tue Feb 28, 2017 7:19 pm
- Forum: General discussion
- Topic: Wrong sulfur chemistry
- Replies: 8
- Views: 5341
Re: Wrong sulfur chemistry
As an avid player of Bobs mod, if you like realism, and the challenge it brings, I really really recommend it.
- Tue Feb 28, 2017 4:06 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 10403
Re: Barrels post-tanker?
Space is no issue in this game. But barrels are easy to handle. Just put requester chests near a fab that needs fluids. Better than piping Space can be an issue, especially if you play with medium water, low stone, and/or you want smaller paths for drones or belts. But now that I think about, the n...
- Mon Feb 27, 2017 5:24 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 10403
Re: Barrels post-tanker?
I've thoroughly have been enjoying using OmniBarrel In my current game I wanted to see the Viability of using compartmentalize factories connected by trains. Which meant all my Oil and Oil based products have to be processed outside of my main, then shipped in by barrel. This mod allowed me to do so...
- Tue Feb 07, 2017 7:08 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 225608
Re: Parrallel processing in games & applications
But multithreading isn't some amazing performance multiplier, and it only really has an impact if you have more cores, so its great if you have a shiny modern 8 core i7 or something, but for people on laptop or low end CPUs with maybe only a dual core, the performance improvement might not even be ...
- Fri Jan 13, 2017 6:43 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 89604
Re: Friday Facts #173 - Nuclear stuff is almost done
At risk of Flame - I think the complexity of Nuclear Power is perfect for Vanilla In Short: Nuclear Power is/will be the most complex power setup a player can have Let a mod-er make it more complex / realistic In Long: Looking at everything, it is by Far the most Complex Power Setup in the Game. Ste...
- Tue Dec 27, 2016 1:54 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 38582
Re: Friday Facts #170 - Blueprint library GUI design and redesign
To solve the problem with possible long download times for other players blue prints, I'd recommend keeping it as button. And instead of having them go into that players inventory, have it download to their long term blueprint storage. Then just give the player a notification when its done, letting ...
- Fri Dec 16, 2016 7:17 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71115
Re: Friday Facts #169 - Combat revisit 2
i would suggest to let everyone play their own way, why should someone have a problem with it when i decide to use turret creep? it is my savegame, not yours, if you dont like it just dont use it ^^ turret creep is not a problem, just add more ways to fight and the players will find their playstyle...