Search found 17 matches
- 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...
- 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.....
- 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...
- 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....
- 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...
- 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...
- 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.
The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one.
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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 -...
- 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
That would be very nice! With these features we can build non-blocking rail crossings when we have lots of trains.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.
- 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 β 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...
- 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
Something like "Fluid Barrel mod" should be in stock. Specially with the new flamethrower turret.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