Search found 13 matches
- Fri Mar 27, 2020 2:31 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101477
Re: Friday Facts #339 - Beacon HR + Redesign process
[edit] And if the lightning/Tesla coil idea MUST be kept in the new design, I would suggest to put all the "electricity" inside a ball like those plasma lamps : [...] It would make the whole thing look less dangerous and possibly less eye-catching as well, since this is something many peo...
- Thu Mar 26, 2020 12:55 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101477
Re: Friday Facts #339 - Beacon HR + Redesign process
I like the suggestions of server farm-style beacons. I also had in mind that design ideas could come from boat radars like the ones in the picture below (either the spheric thing or the rotating bars - or both) in order to keep a neutral/familiar look but different from the existing radar building. ...
- Fri Mar 20, 2020 10:11 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101477
Re: Friday Facts #339 - Beacon HR + Redesign process
I don't like this new design for beacons at all. In my opinion it's too different from the rest of the structures you can build in the game. Every other structure looks like something that might be built in real life, this new beacon looks like it's alien technology or out of a sci-fi movie with ver...
- Fri Jan 24, 2020 5:56 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 71402
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Aren't the pictures for issues 3 and 4 of train pathfinding switched around - pictures for issue 3 are displayed in issue 4 and vice versa?
- Fri Dec 13, 2019 2:43 pm
- Forum: Gameplay Help
- Topic: Early Game Red and Green Science build plan
- Replies: 6
- Views: 7077
Re: Early Game Red and Green Science build plan
I made a new version with just 1 green circuit assembler, more compact: 0eNq1Xe1u2zgQfBf9tg7i8juvcigCxVFT4WzZkOS7K4q8+8lJmjrJKp7h3f0q2gSj3SGXXM4u2R/V3e7UHcd+mKubH1W/PQxTdfP7j2rqH4Z2d/63+fuxq26qfu721aYa2v35b+1pPuzbuT8M9bTtu2Hb1cd2+0f1uKn64b77u7oxj5urKLvDQz/N/XYNQx6/bKpumPu5757NevrL99vhtL/rxuUjr1D98LU...
- Thu Dec 12, 2019 2:14 pm
- Forum: Gameplay Help
- Topic: Biters pathing logic
- Replies: 8
- Views: 6950
Re: Biters pathing logic
Thanks for the replies. So does it mean building a closed wall is exactly the same as building a wall with openings in front of turrets? I was thinking biters would path towards the turrets more easily if there is an opening. I see how a defense like the one in the picture you posted would work perf...
- Thu Dec 12, 2019 1:55 pm
- Forum: Gameplay Help
- Topic: Early Game Red and Green Science build plan
- Replies: 6
- Views: 7077
Re: Early Game Red and Green Science build plan
I know, but 1.5 is rounded up to 2 assemblers for copper cables and then I chose to go 1 copper cable assembler for 1 green circuit assembler just because it's a simpler build - and cleaner looking.
- Mon Dec 09, 2019 2:13 pm
- Forum: Gameplay Help
- Topic: Biters pathing logic
- Replies: 8
- Views: 6950
Biters pathing logic
Hello engineers! I have been trying a different approach at building defenses than what I did before which was "put turrets along the entire wall defense". I am purposedly leaving parts of the wall open to funnel biters and kill them there. However, it seems they are completely ignoring th...
- Mon Dec 09, 2019 1:47 pm
- Forum: Gameplay Help
- Topic: Early Game Red and Green Science build plan
- Replies: 6
- Views: 7077
Re: Early Game Red and Green Science build plan
You also probably want to use small electric poles instead of medium ones early game (but just replacing poles 1 for 1 would mostly work with the build submitted by Serenity). Here is a similar design that includes green circuits manufacturing, the one I use in my current base: Red&Green.png...
- Sun Nov 24, 2019 7:23 pm
- Forum: Show your Creations
- Topic: Early Game 60SPM (4 Sciences) Compact Base
- Replies: 0
- Views: 5218
Early Game 60SPM (4 Sciences) Compact Base
Hello Engineers! I just wanted to show my latest creation: early game 60SPM base for the first 4 sciences. It follows perfect ratios for 60 SPM, except when rounding up to a full machine and/or adding machines for direct input to another machine (like copper cable to green circuits or grenades to mi...
- Wed Oct 09, 2019 1:07 pm
- Forum: Gameplay Help
- Topic: Any way to repeatedly hand-transfer only a specific amount of items?
- Replies: 11
- Views: 3603
Re: Any way to repeatedly hand-transfer only a specific amount of items?
For example when i want to transfer exactly 15 Ammo Magazines to 20 turrets each. Pick up a stack of ammo. Hold down Drop item (Z). Move your cursor across the turrets 15 times. Thanks for replying but when i try that it drops only 1 item at a time? So if i need 15 magazines in each of 20 turrets t...
- Mon Oct 07, 2019 8:19 pm
- Forum: Gameplay Help
- Topic: What's wrong with my oil setup
- Replies: 12
- Views: 5130
Re: What's wrong with my oil setup
Hi again! Thanks everyone for the inputs, it really helped me understand the game mechanics better. I have enhanced my setup, it is not yet optimal, but definitely much better than what it was before, as you can see in the picture below :) Oil New.png My circuit logic is still very basic (crack to n...
- Tue Sep 17, 2019 9:50 pm
- Forum: Gameplay Help
- Topic: What's wrong with my oil setup
- Replies: 12
- Views: 5130
What's wrong with my oil setup
Hello Factorio community! I have just built my first oil setup: Oil.png But it doesn't seem to work properly :( Only the solid fuel chemical plant is running regularly, everything else just starts and stops sporadically. Should I place more pumps? Should I only input to a single chemical plant from ...