Search found 1100 matches
- Wed Apr 15, 2015 8:30 am
- Forum: Gameplay Help
- Topic: When are Small Pumps useful?
- Replies: 9
- Views: 5057
Re: When are Small Pumps useful?
Another and very important thing about pipes is that the fluid pressure decreases with distance. Pumps increase the pressure in pumps so you an transport fluids further and more efficient. https://forums.factorio.com/forum/viewtopic.php?f=6&t=7952 What kinds of distances are we talking about, t...
- Wed Apr 15, 2015 8:29 am
- Forum: Gameplay Help
- Topic: Advanced oil ratios?
- Replies: 9
- Views: 14403
Re: Advanced oil ratios?
I tend to use a bit of Heavy for Lube, crack the rest of the Heavy down to Light. Then I use some of the Light to make Solid Fuel, and try to crack all the rest down to Petro which is the one you really, really need (to make all sorts of useful stuff). But as for ratios, no, sorry... I'm not that fa...
- Tue Apr 14, 2015 12:09 pm
- Forum: Gameplay Help
- Topic: Smelting area iron/steel
- Replies: 7
- Views: 13554
Re: Smelting area iron/steel
I personnally prefer local steel production. It makes a narrower main bus. Thus I can't tell how I balance steel/iron production. I'm not as far into the game as you others are, yet, so I can't comment on that thing, but I do know that for every Iron Ore smelted much less than 1.0 Coal is required,...
- Tue Apr 14, 2015 11:50 am
- Forum: Ideas and Suggestions
- Topic: An early-game way to easily remove Trees is needed
- Replies: 16
- Views: 22022
An early-game way to easily remove Trees is needed
Factorio is very much a game about not doing things manually. The ideal player performs as little work as possible. Yet there's on "odd man out" here: The removal of Trees. Early and mid game, you have to do that manually. Only in the late game do you get Roboports so that you can automate...
- Tue Apr 14, 2015 11:16 am
- Forum: Gameplay Help
- Topic: When are Small Pumps useful?
- Replies: 9
- Views: 5057
When are Small Pumps useful?
I'm not really sure when Small Pumps are actually useful? It seems to me that fluids, e.g. the various Oils, distrubute themselves evenly in any connected network of Pipes and Tanks, and isn't that good enough?
What is it I'm overlooking?
What is it I'm overlooking?
- Sat Apr 11, 2015 11:57 am
- Forum: Balancing
- Topic: Research to boost Gun Turret range
- Replies: 11
- Views: 19092
Research to boost Gun Turret range
Why isn't there any Research in the vanilla game to do this? Range 1, costs SP1 only, +1 range (to 18). Range 2, costs SP1+2, +1 more range (to 19). Range 3, costs SP1+2+3, +2 more range (to 21). Range 4, costs SP1+2+3+4, +2 more range (to 23). That still lets Laser Turrets have superior range (25),...
- Fri Apr 10, 2015 4:20 am
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 67027
Re: Can the player be killed by train? (Train kills?!)
I'd just like to be able to build Bridges to let me walk above the Rails to cross them. Quick and simple low-tech solution, doesn't involve signals or anything electronic, just a bunch of Stone or Brick, and a little Iron or at worst Steel. edit : Oh, and I'd want to be able to drive over the Bridge...
- Wed Apr 08, 2015 3:29 pm
- Forum: General discussion
- Topic: How can I see a numerical Pollution indicator?
- Replies: 1
- Views: 2132
How can I see a numerical Pollution indicator?
Is there some mod, that adds a Pollution meter to the game?An item you can place in a given chunk, and which then shows you how polluted that chunk is, not as a colour code but as an actual numerical figure?
- Wed Apr 08, 2015 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Add cheap Motion Sensors
- Replies: 8
- Views: 4065
Re: Add cheap Motion Sensors
Radar? The Radar shows only what's happening right now. With the Motion Sensors I've proposed, I become able to "go back in time" by a few minutes, and see what path the aliens took. I can see that after I've killed them. This is for early game, when the player character is just about to ...
- Tue Apr 07, 2015 5:22 pm
- Forum: Gameplay Help
- Topic: is there a way to turn off monsters attacking you
- Replies: 23
- Views: 47347
Re: is there a way to turn off monsters attacking you
If a "Kill All" console command is used, won't that make it impossible to harvest those purple Alien Artifact thingies?
- Tue Apr 07, 2015 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Fullness indicator light on Chests
- Replies: 4
- Views: 1578
Fullness indicator light on Chests
I'd really like to be able to build a slightly-more-expensive Iron Chest, maybe with the "added cost" of a basic ElectronicCircuit, where this new type of chest has an indicator light on it, off when the chest is empty, red when the chest is under 1/3 full, yellow when between 1/3 and 2/3 ...
- Tue Apr 07, 2015 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Add cheap Motion Sensors
- Replies: 8
- Views: 4065
Add cheap Motion Sensors
It really annoys me that I don't know what path the aliens are taking when they move to my base to attack. Often, early game, I'll find them in the center of the base, with no clue as to whether they came from north, south, southeast or what. I'm thinking some kind of cheap-to-build electronic gadge...
- Tue Apr 07, 2015 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Add toggleable grid and show Turret ranges
- Replies: 6
- Views: 6907
Add toggleable grid and show Turret ranges
1. The game should have a Grid Overlay that you can enable and disable with a keypress. I'm thinking initially 1x1 tiles, but with larger (thicker or darker lines) every 5 tiles, and larger again (thicker and darker) again every 20 squares. If the G key doesn't do anything, then that'd make sense as...
- Tue Apr 07, 2015 5:08 pm
- Forum: Gameplay Help
- Topic: Is there a safe way to cross train tracks?
- Replies: 5
- Views: 3725
Is there a safe way to cross train tracks?
I've never gotten to the trains stage myself, but I'm just curious... Is there some item you can build you make crossing the tracks safe? Avoid getting hit by the train? Or is it less dangerous than I'm assuming?
- Tue Apr 07, 2015 5:07 pm
- Forum: General discussion
- Topic: What's the dev pace like; when should I expect 12.0?
- Replies: 5
- Views: 3318
What's the dev pace like; when should I expect 12.0?
I've been onboard for about half a year now, but when I arrived 11.x was already out, and all further 0.1 increments have been largely bug fixes. 12.0 sounds to me as if it'd be about more content added, at least the rocket/space stuff but hopefully also more options, more stuff to build, maybe a ba...
- Fri Feb 13, 2015 9:43 pm
- Forum: Gameplay Help
- Topic: Console command to enable/disable Biter aggression?
- Replies: 3
- Views: 6420
Console command to enable/disable Biter aggression?
Okay, **** this! I'm not having fun with this game. Biter aggression early game takes the fun away for me (they attack too early, even on Very Large starting area setting), yet playing the entire game with reactive Biters would be unfun. So I want to start the game with Biter aggression disabled, th...
- Sun Jan 11, 2015 4:21 am
- Forum: Ideas and Suggestions
- Topic: Improved Map contrast to see ores better, / "highlight ores"
- Replies: 0
- Views: 651
Improved Map contrast to see ores better, / "highlight ores"
I often find the map difficult to use, in terms of seeing certain ore types, because of the consistent use of the checkered pattern. It often contrasts badly against my favourite terrain type, the Desert. In the in-game view, during the day, ores are eminently visible (unless obscured by Trees),but ...
- Sun Jan 11, 2015 4:11 am
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11629
Re: Early game defence tips wanted
How can I know ( see ) which pats the Biters and Spitters have taken to reach my base? In my most recent game, I'd sometimes find Alien incursions in strange places, like I'd sit there thinking "how did they get to this point, why are they only attacking this built item fairly deep inside my ba...
- Sun Jan 11, 2015 3:43 am
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 7634
Re: A few new questions
Yellow triangle = enemy is taking damage Red triangle = your side is taking damage Orange triangle = your side took damage a few seconds ago Thanks! That is not intuitive at all. I had thought maybe red means extreme danger, orange meant severe danger, yellow meant mild danger. So very useful to ge...
- Sun Jan 11, 2015 3:40 am
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 7634
Re: A few new questions
Oh, one more: 14. I often use space-limited Chests to get my Assembly Machines to make a limited amount of something for me. For instance I limit all but one slots in the Chest that's the output of the Assembly Machine making Gun Turrets for me, and this means that when I come back to it after a whi...