Search found 83 matches
- Sun Oct 05, 2014 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Machine
- Replies: 1
- Views: 1805
Re: Deconstruction Machine
Suggested multiple times, there is a recycle mod available. I also wish recycling was available in the base game.
- Sun Oct 05, 2014 6:03 pm
- Forum: Balancing
- Topic: Are the enemies still OP?
- Replies: 5
- Views: 11112
Re: Are the enemies still OP?
Unless you set the biters to passive, you will need some defense in your base. Chances of getting completely overrun are slim to none though, unless you don't have any kind of defense after 20+ hours of playing. You can also set the starting area to very big so the closest biters are pretty far awa...
- Wed Oct 01, 2014 8:42 pm
- Forum: Gameplay Help
- Topic: How exactly do RoboPorts work with each other?
- Replies: 6
- Views: 19460
Re: How exactly do RoboPorts work with each other?
My construction bots seem to pause randomly with items in their grips and not move the items to storage boxes, i can get them to wake up by taking away and replacing the roboport, but why are they doing this? They have plenty of energy in them.
- Tue Sep 30, 2014 8:55 pm
- Forum: Gameplay Help
- Topic: How exactly do RoboPorts work with each other?
- Replies: 6
- Views: 19460
Re: How exactly do RoboPorts work with each other?
So if i made a huge roboport network but to start out only loaded up one roboport with a ton of and then somewhere far off i called in a construction order, they would have to come from far away where i loaded them up, and then would return to the nearest roboport? Does the game automatically decide...
- Tue Sep 30, 2014 8:38 pm
- Forum: Gameplay Help
- Topic: How exactly do RoboPorts work with each other?
- Replies: 6
- Views: 19460
How exactly do RoboPorts work with each other?
I understand that the the green area is the perimeter of construction bots, and orange is the perimeter for logistic bots, and i know that the robotports link up to the distance of the orange area. My understanding so far is that if two roboports are linked then they can share bots between each othe...
- Tue Sep 30, 2014 7:12 pm
- Forum: Spread the Word
- Topic: Factorio needs a metacritic entry
- Replies: 2
- Views: 8109
Re: Factorio needs a metacritic entry
MetaCritic reviews are for completed games, even Kerbal Space Program (arguably the most played Alpha game out there) doesn't have a review yet. Let's wait until Factorio 1.0 comes out to start putting it under and eye of inspection.
- Tue Sep 30, 2014 7:09 pm
- Forum: Spread the Word
- Topic: Dean Hall plug
- Replies: 1
- Views: 5848
Re: Dean Hall plug
Love DayZ, love Factorio, Two great games. Glad he knows of Factorio.
- Tue Sep 30, 2014 7:08 pm
- Forum: Gameplay Help
- Topic: Taking on Alien bases early?
- Replies: 7
- Views: 3651
Re: Taking on Alien bases early?
I took out about 15 alien bases (with giant worms in each one) by crashing cars into the spawners and running away. Then you make another car to do a drive-by pick up of the alien artifacts (or just leave them until you can face the worms, they won't de-spawn). I've gone through a hell of a lot of c...
- Mon Sep 29, 2014 7:09 pm
- Forum: Gameplay Help
- Topic: Why is my inserter factory doing start-stop production?
- Replies: 12
- Views: 5779
Re: Why is my inserter factory doing start-stop production?
I have noticed that no matter how many EC assemlbers i build, the circuits can' get far enough down due to the spacing that is introduced by the EC splitter before they enter the inserter factory. What i have is a bunch o EC assemblers creating ECs on a that turns into the EC main bus, but when i us...
- Sun Sep 28, 2014 5:24 pm
- Forum: Gameplay Help
- Topic: Why is my inserter factory doing start-stop production?
- Replies: 12
- Views: 5779
Re: Why is my inserter factory doing start-stop production?
A little bit of both, most mostly need more ECs. Unless this is the only thing you plan on feeding this particular belt of ECs to, then you should probably split off the belt to each factory. I was planning on having these ECs go to my entire factory, including Adv. Circuits, what is a better smart...
- Sun Sep 28, 2014 3:14 am
- Forum: Gameplay Help
- Topic: Why is my inserter factory doing start-stop production?
- Replies: 12
- Views: 5779
Re: Why is my inserter factory doing start-stop production?
Basically, your smart inserter is waiting for ECs. Because of this it can't take any more blue inserters (max 2), so blue inserters output will get full. Blue inserter factory shuts down because it can't make any more, so it can't take any more yellow inserters. Then yellow inserter output gets ful...
- Sat Sep 27, 2014 11:55 pm
- Forum: Gameplay Help
- Topic: Why is my inserter factory doing start-stop production?
- Replies: 12
- Views: 5779
Re: Why is my inserter factory doing start-stop production?
I can already tell you that your problem is not enough ECs for all of them to run at full speed. If there were, your EC line would have them waiting at the far end, and all the inserters would be working. But yes, the specific reason is as Boogie said, your output is full at the moment. I know my E...
- Sat Sep 27, 2014 10:31 pm
- Forum: Gameplay Help
- Topic: Why is my inserter factory doing start-stop production?
- Replies: 12
- Views: 5779
Why is my inserter factory doing start-stop production?
When i look at my factory it is pressurized on the belts, but when i click on a factory it seems to create an inserter then pause to wait for some ingredient even though the ingredients are right next to the factory waiting to be inserted into it. Here is a pic, in this istance, the yellow inserter ...
- Sat Sep 27, 2014 12:24 am
- Forum: Show your Creations
- Topic: Hostile environment
- Replies: 15
- Views: 8433
Re: Hostile environment
Im curious, what parts of the core did you dislike?Boogieman14 wrote:Yeah, I liked the warfare aspects of Dytech. I severely disliked some of the core modifications though, so I quit playing with it.
- Fri Sep 26, 2014 10:37 pm
- Forum: News
- Topic: Friday Facts #53 Multikulti Mutliplayer
- Replies: 35
- Views: 32182
Re: Friday Facts #53 Multikulti Mutliplayer
Is it just me, or does anyone else really wish the updates were longer? I always am saddened why i finish the weekly update because I wanna hear more.
- Fri Sep 26, 2014 7:51 pm
- Forum: Show your Creations
- Topic: Hostile environment
- Replies: 15
- Views: 8433
Re: Hostile environment
As for the let's play: Apart from my not being too comfortable making video in the first place, I doubt my playstyle lends itself well to making video. I tend to take my time doing things, which would likely lead to some rather boring videos. As someone who is currently 36 hours into their first pl...
- Fri Sep 26, 2014 7:39 pm
- Forum: Show your Creations
- Topic: Hostile environment
- Replies: 15
- Views: 8433
Re: Hostile environment
You should really make a let's play. FishSandwich thinks he played "Hard Mode," i would love to watch this.
- Thu Sep 25, 2014 8:05 pm
- Forum: Gameplay Help
- Topic: How many adv. circuit/processing units factories to build?
- Replies: 7
- Views: 5187
Re: How many adv. circuit/processing units factories to buil
Greatly reduced belt costs, overall throughput, belt item balancing, and so on. A single belt won't keep a good sized EC plant fully supplied, even if they're all express belts. Having two standard belts is either almost as good as, or better than a single express belt. Really? That seems so strang...
- Thu Sep 25, 2014 7:01 pm
- Forum: Gameplay Help
- Topic: How many adv. circuit/processing units factories to build?
- Replies: 7
- Views: 5187
Re: How many adv. circuit/processing units factories to buil
I usually plan on 2 copper lines and 2 iron lines for each main base. One line of each is usually sucked up into my electronics department. I typically have 8 or so advanced circuit assemblers. You will also need about 4 refineries to handle the plastic. Do you think it would be acceptable to have ...
- Thu Sep 25, 2014 5:37 pm
- Forum: Gameplay Help
- Topic: How many adv. circuit/processing units factories to build?
- Replies: 7
- Views: 5187
Re: How many adv. circuit/processing units factories to buil
You need A LOT of space for these. Mainly because: 1) They are produced quite slowly. You need quite a lot of factories to have more or less good flow. 2) They are eating basic electronic circuits at an alarming rate. You will need a lot more factories to build these. 3) Because of 2) you will need...