Search found 29 matches
- Mon Aug 28, 2017 12:26 pm
- Forum: General discussion
- Topic: Tackling blue / purple and ht science
- Replies: 4
- Views: 3284
Tackling blue / purple and ht science
Howdy. I've been dabbling with 0.15 (a great update--new science opened the game anew for me) and have been wondering what is most viable approach to tackle science. In my current game I already set blue and purple science up but the influx of red circuits is not enough to support both let alone HT ...
- Sun Jan 22, 2017 6:23 pm
- Forum: Technical Help
- Topic: [14.21] Factorio disactivates keyboard
- Replies: 0
- Views: 785
[14.21] Factorio disactivates keyboard
This is somewhat frustrating. First of all, I haven't observed any repeatable patterns in game behaviour -- this means that a bug cannot be easily reproduced. Moreover, I am not 100% faulty behaviour is really caused by Factorio itself. Anyway. My rig is Lenovo Y700. That's an 8GB modern laptop -- I...
- Thu Sep 22, 2016 8:04 am
- Forum: General discussion
- Topic: How do achievements work exactly (MP / CV / CA)?
- Replies: 2
- Views: 1530
Re: How do achievements work exactly (MP / CV / CA)?
Aw, right, thanks.
- Thu Sep 22, 2016 7:49 am
- Forum: General discussion
- Topic: How do achievements work exactly (MP / CV / CA)?
- Replies: 2
- Views: 1530
How do achievements work exactly (MP / CV / CA)?
So if I wanted to impose on myself some goals to make the game less... erm, sandboxy, mind if I ask some questions regarding achievements? How do they work exactly, in particular I am thinking of: * Mass production ( Produce N Electronic circuits ): the number required, it does pertain to the game, ...
- Thu Sep 22, 2016 7:39 am
- Forum: Show your Creations
- Topic: Preparing an oil outpost for liquid tankers
- Replies: 12
- Views: 8753
Re: Preparing an oil outpost for liquid tankers
When on Earth would you ever need 120000 light oil?
- Wed Sep 21, 2016 10:06 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465073
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
You also have the end game option that makes it very hard once you build a rocket silo. I asked because I tried your mod yesterday but then came to realization that they revised the expansion AI and wanted to be sure that vanilla and your mod do not interfere with each other. If they don't, as you ...
- Wed Sep 21, 2016 4:11 pm
- Forum: Gameplay Help
- Topic: semaphores
- Replies: 5
- Views: 3116
Re: semaphores
Actually, I don't feel like following that link :/
- Wed Sep 21, 2016 3:23 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Very early r/g science factories
- Replies: 24
- Views: 34570
Re: Very early r/g science factories
@zebediah49: hey, that looks cool! Thanks, that's even simpler and neater. However, I am not that sure about giving up on chests -- they are a buffers of some kinds and should there be a shortage of anything, science would keep on going. That's not something, though, that would made me not using you...
- Wed Sep 21, 2016 3:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465073
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
I am not really interested in new types of biters nor buildings but would like to try out new expansion AI. The question is though if with new expansion mechanism they added in 0.13, is there any difference between NE Expansion and vanilla?
- Tue Sep 20, 2016 4:28 am
- Forum: Gameplay Help
- Topic: Single Production Line Help
- Replies: 2
- Views: 1964
Re: Single Production Line Help
This thread and this reddit may be of help.
- Mon Sep 19, 2016 6:47 pm
- Forum: Gameplay Help
- Topic: Combinators,Wires and other magic, I need help :)
- Replies: 9
- Views: 3653
Re: Combinators,Wires and other magic, I need help :)
Bear with me, I am lacking a tool to annotate the images and can only hope words are enough in this case. Setup: http://i.imgur.com/cVZJ6EG.png A. Top left blue is a hack / for presentation purposes only. It loads coal to a chest which in your case is a cargo wagon; B. Green stack inserter unloads f...
- Mon Sep 19, 2016 5:26 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 5191
Re: I made it / few observations
Hi. Thanks. Right, it should have said "leisure". Pardon my mistakes, for some reason I can't turn on spell checking in my browser. Anyway. After spending, as I do strongly believe, hundreds of hours on factorio, I come to thinking that there are several "layers" of how you play ...
- Sun Sep 18, 2016 8:04 pm
- Forum: Gameplay Help
- Topic: Oil Production problem
- Replies: 7
- Views: 5328
Re: Oil Production problem
Prior to advanced cracking: set up two / three refineries; for each, set up a factory producing flame thrower fuel. It happens that it needs 2.5 LO + 2.5 HO -- same ratio is yielded from standard cracking. Once you have advanced cracking: 5 refineries, 7 chemical plants from LO to petroleum cracking...
- Sun Sep 18, 2016 7:52 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 5191
I made it / few observations
I made it. Took me twentish game-hours (preceded by tens if not not hundreds of failed attempts) to launch the rocket. Not much style applied, mind you, other than I limited myself to use only gun turrets and steam engines. Oh, and no robots. The latter is just a nuisance and a chore. Whatever; even...
- Tue Sep 13, 2016 12:27 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A compact base
- Replies: 21
- Views: 25206
Re: A compact base
True words were spoken, that's a handsome base you got here, thanks for sharing. Few questions, if OP does not mind: 1. I noticed you don't use chain signals. Doesn't your station get clogged with trains awaiting the entrance? 2. Did the base was planned ahead or rather it grew organically? Did you ...
- Fri Sep 09, 2016 7:29 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Very early r/g science factories
- Replies: 24
- Views: 34570
Re: Very early r/g science factories
You're right, it looks a bit more compact: http://i.imgur.com/3Vdqa3n.png Personally I strive to feed in only raw resources i.e. I would always make green circuits on site. Yours is very clean and "airy", from the lack of better word. I like how you managed to align all assemblers in one l...
- Fri Sep 09, 2016 3:00 pm
- Forum: Gameplay Help
- Topic: Console command to print out current map settings
- Replies: 5
- Views: 5344
Re: Console command to print out current map settings
Yikes, missed that, thank you.
- Fri Sep 09, 2016 8:25 am
- Forum: Gameplay Help
- Topic: Console command to print out current map settings
- Replies: 5
- Views: 5344
Re: Console command to print out current map settings
Thanks! Dump is more than enough, thanks. Any chance to add biters data to the output - from the quick glance it shows info on resources only.
- Thu Sep 08, 2016 8:12 pm
- Forum: Gameplay Help
- Topic: Console command to print out current map settings
- Replies: 5
- Views: 5344
Console command to print out current map settings
Evening. Is there a command to list current map settings (frequency / richness / size of resource patches)?
- Thu Sep 08, 2016 3:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Very early r/g science factories
- Replies: 24
- Views: 34570
Re: Very early r/g science factories
Thanks.
Just don't you forget to limit storage of the chests to just one slot or you may end up with hundreds of iron gears.
Just don't you forget to limit storage of the chests to just one slot or you may end up with hundreds of iron gears.