Search found 17 matches

by FredHp
Fri Mar 18, 2022 6:41 am
Forum: News
Topic: We support Ukraine
Replies: 3348
Views: 598957

Re: We support Ukraine

This war - like all wars - is stupid and pointless. Russians and Ukraine people are both victims of the same insane and obsolete idea of "country/nation". Global trade and instant comunications connected the world into a single global comunity, rendering obsolete the idea of independent na...
by FredHp
Thu Dec 23, 2021 7:15 pm
Forum: Off topic
Topic: Cutting trees manually is like zen meditation :)
Replies: 8
Views: 5373

Re: Cutting trees manually is like zen meditation :)

flamethrower is better: Set the forest on fire at night, enjoy the beauty of the fire as it slowly burns, feel the black cloud of smog rising in the air.....
by FredHp
Tue Jul 30, 2019 6:01 pm
Forum: Off topic
Topic: How did you discover Factorio?
Replies: 76
Views: 78985

Re: How did you discover Factorio?

My history with Factorio is the same as my history with Kerbal Space Program and Oxygen Not Included: I was browsing for some random game of any type, then i saw a Factorio picture.... downloaded it on pirate bay (or another torrent source), played for a few hours... then i bought it on Steam.... To...
by FredHp
Mon Jul 22, 2019 4:35 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 232769

Re: Peace with Aliens

Peace with aliens? IMHO a wall of lasers is the best way to make peace....
by FredHp
Wed Jun 26, 2019 3:44 pm
Forum: Gameplay Help
Topic: Logic gate / electricity
Replies: 3
Views: 1854

Re: Logic gate / electricity

You can read the energy level of an acumulatorYou can read the charge level of an acumulator. This signal can be used to enable or disable the powerplant. To disable the powerplant you can either cut the water source, the fuel source or control a power switch. I prefer the power switch method becaus...
by FredHp
Tue Jun 25, 2019 4:43 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 10841

Re: Module Production: To beacon or not to beacon?

I try to beacon everything. Production modules + speed modules saves a lot of resources. The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one. I tend to agree that power is irrelevant. - In vanilla, a 2x2 reactor gener...
by FredHp
Tue Jun 25, 2019 1:30 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 10841

Re: Module Production: To beacon or not to beacon?

I try to beacon everything. Production modules + speed modules saves a lot of resources.
The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one.
by FredHp
Tue Jun 18, 2019 2:32 pm
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5754

Re: Rail Bridges experiments

Bridges... awesome concept that needs to be in the core game. And now that there is a mod for it there is finally a chance that it might happen. One more mod to add to my wish list. +1 for the "Must Have" mods! The funny thing is, in factorio, the character is an engineer that knows how t...
by FredHp
Thu Mar 14, 2019 3:50 pm
Forum: General discussion
Topic: Factorio logic: Map is practically infinite but you still run out of space.
Replies: 3
Views: 12406

Re: Factorio logic: Map is practically infinite but you still run out of space.

From the Factorio Wiki: https://wiki.factorio.com/World_generator#Maximum_map_size_and_used_memory Maximum map size and used memory The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles...
by FredHp
Wed Oct 17, 2018 6:27 pm
Forum: Gameplay Help
Topic: Insert behavior
Replies: 7
Views: 2844

Re: Insert behavior

Try this mod:

https://mods.factorio.com/mods/Atria/WideChests

Merging Chests. (This mod is so essential that should be integrated into de game!)

Just replace the chest with a merged one and your balancing problems is solved.
by FredHp
Wed Oct 17, 2018 5:06 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 20539

Re: The Green Dilemma

At this stage (of just getting oil) i already have a yellow ammo factory and a turret factory - dedicated iron and copper lines for that factory, to i can install turrets and supply with ammo. Being dedicated it doens't interfere with the main factory. It is sufficient to stop almost all early alien...
by FredHp
Wed Oct 17, 2018 1:36 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 20539

Re: The Green Dilemma

I simply don't mind about pollution - that's what laser is for. IMHO Speed Modules LVL3 in Beacons, Productivity LV3 module in factories are more green than green modules considering a pollution per product ratio. In late game even my electric furnaces has productivity3 modules (I know, it takes for...
by FredHp
Wed Oct 17, 2018 1:14 pm
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 7931

Re: Fuels and their uses

What i use: Coal for power plants and furnaces (i only switch for electrical furnaces when i got modules). Wood (and other trash burnables) gets delivered to power plants by logistic robots so i can get rid of it. When the chest has wood, coal line is stopped until the chest is empty) Solid Fuel tra...
by FredHp
Fri Sep 01, 2017 1:33 pm
Forum: General discussion
Topic: Electric Furnaces vs Steel Furnaces
Replies: 15
Views: 58128

Re: Electric Furnaces vs Steel Furnaces

I stick to steel furnaces until i have sufficient productivity modules MK3, Beacons and speed modules MK3 to create a fully moduled electric furnace setup. I simply do not see any real advantages to switch to electric furnaces without productivity modules: Chemical fuel is usually cheap to produce -...
by FredHp
Fri Nov 04, 2016 4:39 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 38871

Re: Friday Facts #163 - New rails & New problems

Tami wrote:Good stuff.

If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
That would be very nice! With these features we can build non-blocking rail crossings when we have lots of trains.
by FredHp
Tue Oct 25, 2016 10:23 am
Forum: Resolved Problems and Bugs
Topic: Biter attacking rails
Replies: 15
Views: 21395

Re: Biter attacking rails

The biter attacked entities in the chunk with the highest pollution in its vicinity. In your case, that chunk happened to only contain rails – so it attacked rails. Usually, this isn't what you'd expect to happen. Chunks that are the local maximum of pollution usually are those where some heavy pol...
by FredHp
Fri Aug 05, 2016 3:47 pm
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 44222

Re: Fluid Processing Poll for input sides

ChurchOrganist wrote:One of the reasons I use the Fluid Barrel mod....

IMO Fluid handling is due for a major overhaul.

I'm hoping the devs will do something in 0.14
Something like "Fluid Barrel mod" should be in stock. Specially with the new flamethrower turret.

Go to advanced search