Search found 1193 matches

by 5thHorseman
Mon Oct 12, 2020 10:56 pm
Forum: Gameplay Help
Topic: Can't connect pipe together with same product inside
Replies: 7
Views: 3340

Re: Can't connect pipe together with same product inside

Click each pipe with nothing in your hand and you'll see that one of them has sulfuric acid + something else.
Flush the something else.
If the problem comes back, trace the pipes until you find the device that's pumping in the wrong fluid.
by 5thHorseman
Mon Oct 12, 2020 9:53 pm
Forum: Ideas and Suggestions
Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
Replies: 20
Views: 4320

Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.

So give us a growing volcano that can be slowed down using a liquid from those white bottles :) That's an awesome idea actually, though I'd hate it as a game mode myself. Hole in the ground that will explode in X hours/minutes/seconds/ticks/whatever. Every science pack bottle you throw in it adds a...
by 5thHorseman
Sun Oct 11, 2020 5:35 pm
Forum: Not a bug
Topic: [1.0.0] Cannot connect systems with different fluids with 2 crude oils
Replies: 4
Views: 1417

Re: [1.0.0] Cannot connect systems with different fluids with 2 crude oils

It seems like it should prevent invalid refinery orientations the same way it prevents invalid pipe placements It used to. It sucked. :) At least it's much better than the old system where you could mix stuff freely and make a big mess. Yes, it is. Between the way it is now and the way it was then,...
by 5thHorseman
Fri Oct 09, 2020 11:11 pm
Forum: Ideas and Suggestions
Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
Replies: 20
Views: 4320

Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.

Infinite research being infinite, there is a 100% guarantee that you'll need to get arbitrarily far to get enough resource before you've seen the end of it. For that, an unlimited amount of biter nests will have to be cleared. Also in doing so, you'll produce an arbitrarily large amount of pollutio...
by 5thHorseman
Fri Oct 09, 2020 6:53 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 83433

Re: Friday Facts #361 - Train stop limit, Tips and tricks

So much love for train stop limits!
by 5thHorseman
Thu Oct 08, 2020 12:22 am
Forum: Not a bug
Topic: 1001 usefull tooltip options yet this cant be disabled?!!
Replies: 4
Views: 1092

Re: 1001 usefull tooltip options yet this cant be disabled?!!

So you want the tooltip to go away in the instance that you are hovering over the same tech as the one you have selected?

Honestly that would bug me.
by 5thHorseman
Tue Oct 06, 2020 1:25 am
Forum: General discussion
Topic: I want to play factorio but I lack a goal
Replies: 40
Views: 14511

Re: I want to play factorio but I lack a goal

not interested in that except for mods maybe. Is there a mod that gives you a true purpose ? Probably not anything that will satisfy your specific crave. Factorio at its heart is a sandbox game and in sandbox games there is no actual purpose outside enjoying the process. Most of these games give yo...
by 5thHorseman
Thu Oct 01, 2020 7:01 am
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19411

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Now that one can align blueprints to the chunk grid with absolute reference and build them from the map, this change is more than needed. How so? 32x32 is only one of all the possible blueprint grid alignment sizes. Any size other than that (and factors like 16) will not align to chunks. Sure you C...
by 5thHorseman
Wed Sep 30, 2020 11:57 pm
Forum: Pending
Topic: [0.17.66] Rails: chain signal opens on occupied rail
Replies: 10
Views: 2361

Re: [0.17.66] Rails: chain signal opens on occupied rail

well... you do have 3 4 partially signalled crossings here. They might have something to do with this. 2019-09-01 18_38_32-Window.png With block viz on: 2019-09-01 18_57_37-Window.png The red chain signals at the tops of each image are in different places. The bottom image's is one position to the ...
by 5thHorseman
Thu Sep 24, 2020 12:42 am
Forum: General discussion
Topic: Challenge: maximize research density
Replies: 30
Views: 11424

Re: Challenge: maximize research density

Ah, because the artillery shoots into the black/unexplored areas with my current range, I assumed that wasn't the case. I guess there is some boundary though where they stop pushing into the black? There are 3 states a chunk can have, explored, generated, and not generated yet. Black on the map cou...
by 5thHorseman
Thu Sep 24, 2020 12:41 am
Forum: General discussion
Topic: Killing nest are becoming annoying - Strategy to play?
Replies: 37
Views: 13354

Re: Killing nest are becoming annoying - Strategy to play?

I personally cut all biter properties by about 25% in the map generation settings. I leave expansion on but - at least for my play style - that keeps them a constant threat but not an annoyance. I leave everything else the same, just slow down their rate of expansion, base size, and evolution rate.
by 5thHorseman
Mon Sep 21, 2020 9:17 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Rocket Control Unit and Low-Density Structures
Replies: 3
Views: 11816

Re: Rocket Control Unit and Low-Density Structures

I seriously doubt anybody both has these for a current game and will see this thread and remember it. If I were you I'd just follow the images and make blueprints of my own. Note that a 4-year-old build may not even work correctly now. I have no idea if the recipes and ratios are the same as they we...
by 5thHorseman
Sat Sep 19, 2020 11:36 pm
Forum: Ideas and Suggestions
Topic: Trains need to skip unload stations when empty
Replies: 10
Views: 4166

Re: Trains need to skip unload stations when empty

TAMFT

https://mods.factorio.com/mod/TrainSkipFulfilledStation

I've not utilized it yet, but I've had it installed for quite some time.
by 5thHorseman
Sat Sep 19, 2020 10:55 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 133134

Re: Attacking biters with turrets makes all weapons pointless

I will never understand the aversion to turret creep. If you hate it so much don't do it. If you hate that it's a valid strategy well... I don't care unless you somehow convince the devs of that. I turret creep up until I get the tank. Then I tank-ram most things in sweeping passes until I unlock po...
by 5thHorseman
Sat Sep 19, 2020 10:50 pm
Forum: Gameplay Help
Topic: Is it bug or just extremly bad UI/Tutorial?
Replies: 7
Views: 1606

Re: Is it bug or just extremly bad UI/Tutorial?

I wouldn't go so far as to say it's "extremely bad" but it could let you know why it's deleting your rails. I personally hate it when tutorials change game functionality. I think when you place a rail wrong it should place it, put a pop-up that says "No, I said to build over the ghost...
by 5thHorseman
Sat Sep 19, 2020 2:18 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 105206

Re: Friday Facts #360 - 1.0 is here!

catma wrote:
Sat Sep 19, 2020 2:13 am
Did I miss the memo, or will there be no post-launch FF? Even for just a few times more??
Both, actually. Read the bottom few paragraphs of the very Friday Facts you're replying on.
by 5thHorseman
Thu Sep 17, 2020 7:53 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16320

Re: Suggestion to change Whitelist/Blacklist terms

sparr wrote:
Thu Sep 17, 2020 6:44 pm
Could we please move the discussion of racism and terrorism to viewforum.php?f=27 ?
Or even better /dev/null ?
by 5thHorseman
Mon Sep 14, 2020 9:54 am
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 3264

Re: Slightly smarter inserters for trains?

While this would be nice it would probably cost too much performance as those checks would have be made in all cases. Not just the very few ones you'd see a benefit in Not really, there is already check in place to make sure the inserter can put the items in, so when that fails, you can run the cal...
by 5thHorseman
Mon Sep 14, 2020 8:14 am
Forum: General discussion
Topic: Rant about universal strategies (main busses)
Replies: 33
Views: 12143

Re: Rant about universal strategies (main busses)

The nicest things about a main bus are that it's easy to explain, easy to understand, and easy to see when there are problems. These are three HUGE bonuses for new players. If you're not lost you don't search for help. If you are lost, a bus is very likely the absolute best way to force organization...

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