Search found 1498 matches
- Fri Mar 02, 2018 4:14 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Like I said that's not a barrier, it's a hurdle. There are a number of ways to work around it, such as attaching the Module Grid to the player instead of the armour and having the armour expand it like an inventory. Maybe the item is just crafted and any Modules are moved to the finished product (if...
- Fri Mar 02, 2018 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Where is my "Portable Nuclear Reactor" for my power armor?
- Replies: 8
- Views: 5317
Re: Where is my "Portable Nuclear Reactor" for my power armor?
A single U-235 contains 80GJ of energy (1 U-235 > 10x 8GJ Fuel Cells), if such a device contained just one and had an output of 1.5MW it would take almost 15 hours to deplete. This is endgame stuff so have it require 100 (inconsequential with KEP), would then take 1,500 hours to deplete, a practical...
- Fri Mar 02, 2018 2:55 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Now if power armour tier 2 and 3 each required the previous tier, then players would be much more like to build and use tier 1 and 2, since they know that they need to build it anyway. Yes! Exactly! This has been another hot point of discussion for years but the core of it is "why should I inv...
- Fri Mar 02, 2018 2:06 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 70864
Re: Yet another green cells build :)
I find that strictly controlling the amount of resources going into Electronic Circuits helps me keep plate production at the right ratios. For a typical factory I'll have 4 belts of Iron and Copper, I can send 2 iron belts and 3 copper belts directly into circuits, the rest of the factory generally...
- Fri Mar 02, 2018 12:00 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 70864
Re: Yet another green cells build :)
full compression. 4 blue belts green circuit factory. speed modules can be replaced with pro modules.i didnt had enough space to build it larger i use 8 of these monsters. 80.000 green per minute I spent some time coming up with a monster fast Electronic Circuit production line, all 4x Prod assembl...
- Fri Mar 02, 2018 10:38 am
- Forum: Not a bug
- Topic: [0.16.27] Circuit opened train signal lets train with lowest ID always drive first
- Replies: 13
- Views: 4628
Re: Which train goes first at multiple entrances to a block ?
I think this is one of those obscure things where there's too many hidden variables to try to work out. I think there was a half explanation somewhere by one of the devs but if so it's deeply buried now. Just assume that it's random, I don't think there's any usable logic behind it, and have fun des...
- Fri Mar 02, 2018 10:03 am
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Same for electrical engines. Makes absolutely no sense to build them from old mechanical engines, totally different physics. I said it could be explained away - consider that Burner Inserters and Burner Mining Drills don't need an engine to work, so the power generated from "burner" entit...
- Thu Mar 01, 2018 5:25 pm
- Forum: Show your Creations
- Topic: Kovarex Matrix
- Replies: 11
- Views: 6818
Re: Kovarex Matrix
And yet, I started a Deathworld with default ore settings and Uranium Ore is WAY more common than Copper Ore. I mean I've got probably 4-5 visible patches of 6mill+ Uranium Ore around, the biggest Copper Ore I could find is 1.8mill and the rest are half that >_> wtf
- Thu Mar 01, 2018 4:52 pm
- Forum: General discussion
- Topic: Multiplayer for Workers
- Replies: 9
- Views: 4081
Re: Multiplayer for Workers
Dunno, try 'em and find out. Typically though the rocket isn't really what you play the game for, if you're bored with that then just adding random mods won't really change anything. You need an objective, a reason to play, but something that you can work on cooperatively with players who may not be...
- Thu Mar 01, 2018 4:41 pm
- Forum: Mod portal Discussion
- Topic: [bug] firefox crash when uploading mod
- Replies: 6
- Views: 2273
Re: [bug] firefox crash when uploading mod
Not without crash logs. Not actually sure where Firefox logs to, probably best to go through their support? As I said it's working fine for me so it's not a problem with the website.
- Thu Mar 01, 2018 4:39 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Stone furnace: Consumed in creating Boilers, so usually not wasteful. Besides... 5 stone isn't exactly a big loss. No, but 6 steel and 10 bricks for a Steel Furnace is a bit harder to foot when you need at least 100 of them for some decent production. This must be particularly painful in Expensive ...
- Thu Mar 01, 2018 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Belt placement - size control
- Replies: 11
- Views: 3407
Re: Allow for placing multiple belts at a time
And the way it could work is that you place a ghost over the belt, the bot brings a new belt, swaps it for the old and brings the old one to a storage container. Neat idea, if only we had some kind of solution for placing multiple belts next to each other over long distances to make this easier to ...
- Thu Mar 01, 2018 4:23 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Ehh, I'm not particularly favourable towards needing to craft Burner Inserters into Inserters. I'd bet most seasoned players don't even bother with them, manually inserting stacks until they can set up power (which isn't particularly difficult). There's also a lot of handcrafting of Inserters until ...
- Thu Mar 01, 2018 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Solution To Biters Destroying Power Poles
- Replies: 39
- Views: 12918
Re: Solution To Biters Destroying Power Poles
This has been mentioned in dozens of topics, and many bug reports and suggestions were created, what's one more? Oh, apparently that specific thread was taken more seriously than the rest of it. Wtf?
Well at least it's fixed now, a better solution than this as it turns out.
Well at least it's fixed now, a better solution than this as it turns out.
- Thu Mar 01, 2018 3:50 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 36980
Re: Version 0.16.27
Imagine someone seriously told you that $Smartphone X+1 is made by attaching a bigger processor, bigger battery and some memory chips onto an old $Smartphone X, you'd be laughing the whole day. Exactly. Instead they add a new camera and some software tweaks and sell the same old crap for a higher p...
- Thu Mar 01, 2018 3:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Factorio x Doom
- Replies: 7
- Views: 4147
Re: Factorio x Doom
By the time this is possible, likely both games will be long forgotten. If you were after a thought experiment you should have posted in General Discussion, but alright then. I think, exactly as you've described, it's a terrible idea. The two games are nothing alike and totally incompatible with eac...
- Thu Mar 01, 2018 3:00 pm
- Forum: Ideas and Suggestions
- Topic: Max render threads
- Replies: 8
- Views: 6599
Re: Max render threads
The answer to the OP is "yes, there is a technical reason." The exact reason is complex and apparently worth some 13 pages of posts so let's not get into it here, but the devs have proven over and over that they can be trusted to write efficient code, and have so reliable that the multipla...
- Thu Mar 01, 2018 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Belt placement - size control
- Replies: 11
- Views: 3407
Re: Allow for placing multiple belts at a time
Blueprints don't allow you to fast-replace belts of a lower tier. If I was to have to choose I'd prefer bots were able to upgrade certain entities (yellow > red > blue belts, inserter > fast inserter, Assembler 1 > 2 > 3, etc) but they'd need to be able to fast-replace in the same way the player doe...
- Thu Mar 01, 2018 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Custom Campaigns
- Replies: 7
- Views: 3040
Re: Custom Campaigns
I wasn't really able to find any tutorial that directly walked you through making a scenario. There's plenty of LUA documentation and guides, and I recommend starting with a few basic mods first to get the hang of it, but other than that you just have to try to reverse-engineer the vanilla Campaigns...
- Thu Mar 01, 2018 2:16 pm
- Forum: Gameplay Help
- Topic: robot logistics requests
- Replies: 7
- Views: 3516
Re: robot logistics requests
Oh. Huh. Stuff you're just used to working around so you never notice when it's fixed xD
The rest of it stands though. If you temporarily drop an item and then pick it up again, logistics will overfill the request.
The rest of it stands though. If you temporarily drop an item and then pick it up again, logistics will overfill the request.