Search found 302 matches
- Mon Oct 12, 2020 11:00 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 84779
Re: Friday Facts #361 - Train stop limit, Tips and tricks
woot woot! thanks for the update!
- Fri Sep 04, 2020 7:17 pm
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3212
Re: Energy production
boilers do belch a lot of pollution.factoriobiker wrote: βThu Sep 03, 2020 3:41 pmwhat elements in my base gives max pollution? steamers for electricity?
https://wiki.factorio.com/Pollution#Polluters
(I could go for a bucket of steamers right now)
- Fri Sep 04, 2020 5:42 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13299
Re: Chests should have a max bots/s limit and more
https://mods.factorio.com/mod/LiquifyIntermediates https://mods.factorio.com/mod/LiquifyRawMaterials https://mods.factorio.com/mod/LiquifyScienceandLab Though those don't make assemblers take liquid input. That would b a bit of a pain to implement with more than two inputs. yeah, and piping has iss...
- Fri Sep 04, 2020 3:48 pm
- Forum: Gameplay Help
- Topic: SHould i belt every ingredient i need or use robots?
- Replies: 9
- Views: 2411
Re: SHould i belt every ingredient i need or use robots?
Is there a way to reduce the number of belts, now I want to use make purple flask but i need to belt stone throught the whole base.... can the sobots help carry the stuff instead of belts? I mean that is an idea because I am overwhelmed with belts routing stone and brick can be quite the chore. som...
- Fri Sep 04, 2020 3:36 pm
- Forum: Technical Help
- Topic: Official Fix for Screen Tearing?
- Replies: 2
- Views: 903
- Fri Sep 04, 2020 3:24 pm
- Forum: Gameplay Help
- Topic: Use blueprint from book without deleting the blueprint
- Replies: 6
- Views: 2230
Re: Use blueprint from book without deleting the blueprint
How do i use a blueprint from the book (B-Key) and put it into my inventory without deleting the blueprint from the book? So i can use the blueprint in the next game again. right-click the blueprint in the library (from the book(s) found by pressing the B-key), find and click the duplicate/make a c...
- Fri Sep 04, 2020 3:14 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13299
Re: Chests should have a max bots/s limit and more
I think it'd be cool if we could treat items like fluids; pipe items directly into assemblers and move them around by the 100s through pipes.5thHorseman wrote: βThu Sep 03, 2020 1:33 amActually what we need is to not limit the number of items on a belt.
- Fri Sep 04, 2020 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Give Roboports 2 module slots, which can be fit with additional roboports
- Replies: 4
- Views: 1199
Re: Give Roboports 2 module slots, which can be fit with additional roboports
I've always thought it was funny that we could give ourselves 12 charging slots in our personal roboports (by mounting 3 in our modular armor) which is a 16th of the space a normal factory large beast-sized roboport with only has 4 charging ports with no ability to expand. I've also wondered why we ...
- Thu Sep 03, 2020 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Wired lamps
- Replies: 15
- Views: 3791
Re: Wired lamps
Does the proposed include the auto-wiring that all power distribution items have? probably not since it would harm the default powering method. I see it as a neat semi-secret feature kinda like you can manually cut and place wires on poles by clicking with wire on them. when i first time found that...
- Thu Sep 03, 2020 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Wired lamps
- Replies: 15
- Views: 3791
Re: Wired lamps
Does the proposed include the auto-wiring that all power distribution items have?
- Wed Sep 02, 2020 3:51 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13299
Re: Chests should have a max bots/s limit and more
My proposal: - Rate limit bots visiting a chest at 1 visit per second, scaling with bot speed. I have some questions: 1) How exactly are you adding this limit? Is the proposed to add a timer to every chest? A flag that some process needs to cycle through? When are bots supposed to check this timer?...
- Tue Sep 01, 2020 7:48 pm
- Forum: Balancing
- Topic: Delete the "Follower robot count" mechanic
- Replies: 7
- Views: 3722
- Mon Aug 31, 2020 9:12 pm
- Forum: Gameplay Help
- Topic: How many accumulators for laser turrets?
- Replies: 6
- Views: 1931
Re: How many accumulators for laser turrets?
solar power, what about during the night? Can solar replace completely boilers and steam engines? Solar panels do not work at night. You either need to maintain steam engine power or augment the system with accumulators. Accumulators scale very well with solar panels which is the reason why most pl...
- Mon Aug 31, 2020 8:28 pm
- Forum: General discussion
- Topic: 4.5 PPH is too low! right?
- Replies: 5
- Views: 2691
- Mon Aug 31, 2020 6:16 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 62228
Re: Personal robots prioritizing nearest first
Doing nearest first for a player *only* has benefit if the player keeps moving. Which - admittedly - happens quite a bit. Especially if said player is moving closer to things so his robots will do them first. We should consider that all construction bots address the work when construction zones ove...
- Fri Aug 28, 2020 7:57 pm
- Forum: Gameplay Help
- Topic: bugs getting closer
- Replies: 12
- Views: 2606
- Fri Aug 28, 2020 3:37 pm
- Forum: Gameplay Help
- Topic: bugs getting closer
- Replies: 12
- Views: 2606
Re: bugs getting closer
the biters travel in all directions but are also attracted to pollution. they evolve (grow bigger and more numerous) over time and feed off the pollution in the air. left unchecked, they form attack groups that grow larger in number after each attack. for defense, use the latest tech you can afford ...
- Fri Aug 28, 2020 3:18 pm
- Forum: Not a bug
- Topic: Inserter stuck after Assembly recipe change
- Replies: 2
- Views: 861
Re: Inserter stuck after Assembly recipe change
Once an inserter picks something up it needs to have a (non-full) destination for that item. The same thing would happen if you just cleared the recipe after the inserter picks up the copper plate. It's not stuck, it's just waiting for a valid destination or non-full condition.
- Fri Aug 28, 2020 1:50 pm
- Forum: Gameplay Help
- Topic: Tips for NEW players
- Replies: 15
- Views: 4063
Re: Tips for NEW players
tab off (to another weapon) after launching an atomic bomb.
- Thu Aug 27, 2020 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 23
- Views: 4749
Re: Disable construction near enemies/fire
I find it hilarious when you lay landmines in a construction zone with a cache of landmines nearby. The construction bots replant new mines as soon as they've blown up so a large wave of enemies causes construction bots to re-lay landmines after they've been overrun. It's not a healthy environment f...