Search found 365 matches
- Tue Apr 10, 2018 5:55 am
- Forum: General discussion
- Topic: Resource-aware Power Strategy
- Replies: 50
- Views: 14868
Re: Resource-aware Power Strategy
In my current deathworld I use mainly solar with accus and I have a steam/coal setup as backup. This base is still in the beginning (about to setup yellow science) but I can handle 95% of time with just solar. I let the accus drop to 10%, then the steam engines kick in. At the same time I shut down ...
- Wed Apr 04, 2018 11:23 am
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 42831
Re: Friday Facts #236 - Building a rollup
reminds me of the openTTD main menu screen.
I want a poster of this.
I want a poster of this.
- Wed Apr 04, 2018 11:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Diagonal madness
- Replies: 9
- Views: 49546
Re: Diagonal madness
what game is this?
It looks so different
It looks so different
- Wed Apr 04, 2018 10:22 am
- Forum: Gameplay Help
- Topic: Power poles self-destruct on their own in .15?
- Replies: 23
- Views: 7039
Re: Power poles self-destruct on their own in .15?
Answer in one word: Defense. Biter pathfinding is bad, but thats intended. They notice polution, they get triggered and they run towards the source. Obstacles will be ignored in pathfinding. When there is something in their way, they destroy it. No matter if it is a tree or a power pole. Best soluti...
- Wed Apr 04, 2018 10:06 am
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12528
Re: 0.16 Oil processing stops when output tanks fill up
The optimum ratio for advanced oil processing is:
8 refineries
1 heavy oil cracking
7 light oil cracking
build it in a way where lubricant production has the priority and you should have no issues with a stalling production anymore
8 refineries
1 heavy oil cracking
7 light oil cracking
build it in a way where lubricant production has the priority and you should have no issues with a stalling production anymore
- Wed Apr 04, 2018 8:26 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14728
Re: Blue belt 2x faster than red belt?
The point is that if you split one compressed blue belt you won´t receive two compressed red belts.dood wrote: If you got a full red belt before, you would get a full red belt after.
Where's the part that supposedly breaks?
Which would be possible, if blue belt speed was x 4 and not x 3.
- Wed Apr 04, 2018 5:30 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14728
Re: Blue belt 2x faster than red belt?
2 yellow belts can merge into one red belt 3 yellow belts can merge into one blue belt. You should see this from the yellow belt perspective: The red belt is two times faster and the blue belt is even three times faster compared to the yellow belt. If you still don't like it: There is a mod for that.
- Tue Apr 03, 2018 10:04 am
- Forum: Gameplay Help
- Topic: filling maintenance train
- Replies: 6
- Views: 3689
Re: filling maintenance train
I keep it very simple. > cargo waggon filter > one inserter + requester chest for one item > max 12 items per wagon > only stacks, no specific amout no logic required, every inserter has one task you can use stack inserters for every item inserters cant get stuck because they only handle one type Do...
- Tue Apr 03, 2018 9:46 am
- Forum: Technical Help
- Topic: A timelapse of a replay
- Replies: 7
- Views: 4382
Re: A timelapse of a replay
Press m (default) and zoom in.
You should see the world and you can move around without the character.
The area needs to be covered by a radar.
You should see the world and you can move around without the character.
The area needs to be covered by a radar.
- Tue Apr 03, 2018 5:53 am
- Forum: Technical Help
- Topic: A timelapse of a replay
- Replies: 7
- Views: 4382
Re: A timelapse of a replay
You could use the map mode.
But you can't zoom out very far without using the simplified view.
But you can't zoom out very far without using the simplified view.
- Wed Mar 28, 2018 12:44 pm
- Forum: Gameplay Help
- Topic: A Question About Storage Chests on a Network
- Replies: 11
- Views: 4023
Re: A Question About Storage Chests on a Network
A spread storage chest system is not usefull. Bots will try to sort certain items together Build a central cluster of storage chests for unused stuff. Place requester chests at certain points and request the unneeded items to reinclude them in the production line. For example everything burnable goe...
- Wed Mar 28, 2018 10:37 am
- Forum: Releases
- Topic: Version 0.16.35
- Replies: 11
- Views: 14721
Re: Version 0.16.35
So for the transition, I assume this will change the tiles underneath entities that were built on these tiles to the correct ones? Or will the game eat whatever item was placed on these tiles? No. The transition tile used to be barely covered by land making it look like entities are built in the wa...
- Wed Mar 28, 2018 7:28 am
- Forum: Gameplay Help
- Topic: Miners - saturated belt - furnaces - saturated belt
- Replies: 9
- Views: 14509
Re: Miners - saturated belt - furnaces - saturated belt
Ore fields also don't have an equal spread of ores per tileZool wrote:perfectly balancing mines is pointless
In the middle there is a way higher ore density.
Just cover the complete ore field with miners and balance it at the station.
- Mon Mar 19, 2018 11:06 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30551
Re: Factorio should have DLC.
do you know the diffrence between finished game and additional feature ? Pretty much this: Most of the DLCs of Stellaris, but also from the other Paradox games, should have been part of the base game from the release on, instead of always aiming for a low quality quick release and fixing up their s...
- Fri Mar 16, 2018 8:13 am
- Forum: General discussion
- Topic: [POLL]Which major update do you think will end up being 1.0?
- Replies: 30
- Views: 10656
Re: [POLL]Which major update do you think will end up being 1.0?
The most important feature will be the amount of stuff you will be able to mod. When the devs open up the final game so much, that you can virtually mod anything into it. I'm speaking about a modlevel compareable to a video-game-creator. It will keep the game alive for a very long time. Think of arm...
- Fri Mar 16, 2018 5:46 am
- Forum: Gameplay Help
- Topic: I need help with Steel Production
- Replies: 15
- Views: 13173
Re: I need help with Steel Production
I like the compact design!
- Thu Mar 15, 2018 6:59 am
- Forum: Gameplay Help
- Topic: Refinery problem
- Replies: 27
- Views: 7779
Re: Refinery problem
place a tank for each product south of the refineries pump all products into the tanks, it's best to keep the direct output pipes empty connect both sides and merge it into one, creating one mass storage of oil products. You don't have to connect the direct outputs, just the storage Expand the conve...
- Thu Mar 15, 2018 6:32 am
- Forum: Gameplay Help
- Topic: I need help with Steel Production
- Replies: 15
- Views: 13173
Re: I need help with Steel Production
You can turn iron ore directly into steel plates, without belt spaghetti Just feed iron ore in the first furnace and then the iron plates in the next furnace by coinsidence you need 5 iron plates and the smelting time for steel is 5 times longer than for iron. perfect ratio. If you place a buffer ch...
- Wed Mar 14, 2018 7:13 am
- Forum: General discussion
- Topic: inconsitent behavior of cables and logic wires
- Replies: 3
- Views: 1717
inconsitent behavior of cables and logic wires
I don't remember how I got on this but I noticed inconsistent behavior with cables and logic wires: > a power pole can have up to 5 connections >if you want to handwire a power pole you "lose" 5 cables and you have to use cables which you don't get back. >when you deconstruct the power pol...
- Tue Mar 13, 2018 11:59 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 199648
Re: Solar panels less of a no-brainer
Solar panels are fine. Accumulators are op. Reduce the amount of energy they can store. Then introduce research that increases storage back to its current 5 MJ value. This should not have any ups impact on megabases that rely on solar/accumulator power once the initial research is complete. Dependi...