Search found 237 matches
- Wed May 16, 2018 7:09 am
- Forum: Gameplay Help
- Topic: No oil in world
- Replies: 6
- Views: 11141
Re: No oil in world
...or post the map exchange string
- Wed May 16, 2018 7:07 am
- Forum: General discussion
- Topic: True end of Factorio
- Replies: 17
- Views: 8002
Re: True end of Factorio
I am fine with factorio end being a sandbox builder. it would make sense if there were some more late game thing being the trigger for the "victory" screen though.
- Wed May 16, 2018 6:59 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6297
Re: Prod3 in mid/late-game science-pack production?
Productivity 3 is very expensive. Up to 20 p2 modules can be used in the labs without you having to pay extra (you need 20 for the p3 in the rocket silo), so turning them into p3 is a lot of investment for a small benefit. The time between when you can build modules and you have finished the rocket ...
- Mon May 14, 2018 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Fixing the power bars.
- Replies: 19
- Views: 5857
Re: Fixing the power bars.
This suggestion accomplish what few others have done: Providing more information without cluttering the screen and/or taking up more space. There is always going to be pressure on providing more and more information, and looking at each individual case you may agree that it is good information to ha...
- Mon May 14, 2018 5:50 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16643
Re: efficiency of dragon's teeth on biters
Why do you want biters to have better pathfinding?
- Mon May 14, 2018 5:40 pm
- Forum: General discussion
- Topic: 0.16 Best map gen setting for beginners and design tests
- Replies: 8
- Views: 18152
Re: 0.16 Best map gen setting for beginners and design tests
Load the map-exchange string into Sandbox mode and then explore. Its so much faster. Use cheat command to reveal map, then use cheat command to speed up game time. ... Frequency lumps things together or pushes things apart. Very basic. I haven't noticed 0.16 to ignore my choices other than biter ba...
- Mon May 14, 2018 3:23 pm
- Forum: Gameplay Help
- Topic: Trains with multiple stations
- Replies: 14
- Views: 9043
Re: Trains with multiple stations
I think ore fields are too spread apart to use the same name trick. Even if you didn't have empty trains going round in circles you'd still have trains preferring the nearest station with no good way to control that. Better to just give the station at the ore field a unique name and create unique tr...
- Mon May 14, 2018 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Fixing the power bars.
- Replies: 19
- Views: 5857
Re: Fixing the power bars.
Deja vu...
Well, this post is a lot better than your posts in the other topic. I don't agree (as you know) that the current ones are unreadable, but I do agree that this would be an improvement. Well done!
Well, this post is a lot better than your posts in the other topic. I don't agree (as you know) that the current ones are unreadable, but I do agree that this would be an improvement. Well done!
- Mon May 14, 2018 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Any advanced belt mechanics/tools for later game?
- Replies: 7
- Views: 2399
Re: Any advanced belt mechanics/tools for later game?
Yes, the first few things I mentioned are things needed in small bases. The point is that they are different and are only a concern once you reach a specific point in the game. For example drawing 8 belts around is very different logistically from taking just 1 belt. This is when you may start havin...
- Mon May 14, 2018 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Any advanced belt mechanics/tools for later game?
- Replies: 7
- Views: 2399
Re: Any advanced belt mechanics/tools for later game?
megabases are just cloning of stuff instead of thinking new solutions Not even almost true. Basically it works like a fractal. On the base level you have individual buildings, then you have many buildings creating a line, then you have many lines creating a block, then you have many blocks creating...
- Mon May 14, 2018 9:23 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17852
Re: Iron Chests, An Idea for Conversion and Re-Use
Pretty much everything you could possibly need to buffer above the capacity of a wood chest are things you want in the logistics network, such as blue belts. Hence everything like that will have a passive provider and not a steel chest. The only exceptions are artillery shells (not really) and milit...
- Mon May 14, 2018 12:46 am
- Forum: Gameplay Help
- Topic: Problem with understanding circuit conditions and using them
- Replies: 4
- Views: 1826
Re: Problem with understanding circuit conditions and using them
I realize this is an old topic, but if you want to stop a belt on either of two different conditions you can just connect two different belt pieces in series and not use any combinators.
- Sun May 13, 2018 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Filters in Fluid Wagons & Pumps
- Replies: 4
- Views: 2886
Re: Filters in Fluid Wagons & Pumps
In my experience pumps rather tend to overdo whatever they do, so I don't see how you would be left with 0.5 units. However if your tanks have less than 1 unit in them just declare them to be empty and let the train leave for a refill.
- Sun May 13, 2018 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Any advanced belt mechanics/tools for later game?
- Replies: 7
- Views: 2399
Re: Any advanced belt mechanics/tools for later game?
There is really very little problem using belts. It is only a little more effort to build, and when getting really big can be more demanding on your computer. However there isn't ever any *must* involved. Blueprints allow you to place the same balancer over and over and when trains take over most tr...
- Sun May 13, 2018 7:56 pm
- Forum: Gameplay Help
- Topic: Combinator help
- Replies: 7
- Views: 2424
Re: Combinator help
It is LITERALLY easier for me to just run around and do whatever a circuit would be expected to do then waste HOURS trying to figure out how to have a simple clock work; and still haven't gotten it to do so. I've been through the wiki and here's a suggestion, how about someone plop a blueprint into...
- Sat May 12, 2018 11:20 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17852
Re: Iron Chests, An Idea for Conversion and Re-Use
Definitely remove iron chests, and I think we could go even further and remove steel chests as well.
Alternatively if we gave iron chests the ability to set item filters (like player inventory and train wagons), but that wasn't also given to higher tier chests then they could remain.
Alternatively if we gave iron chests the ability to set item filters (like player inventory and train wagons), but that wasn't also given to higher tier chests then they could remain.
- Fri May 11, 2018 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 9330
Re: Split locomotives into three: Steam, diesel and electric
I understand perfectly. the problem is that, since you currently can't have a second type of rail, as in, the game refuses to load if you try to define one, then you would be allowed to place your train on the other type of rail, even if you intend to not allow it. I don't want more trains anyway s...
- Fri May 11, 2018 12:41 pm
- Forum: Ideas and Suggestions
- Topic: Roboport frequences
- Replies: 2
- Views: 1031
Re: Roboport frequences
And/or shift click it to disconnect it like power poles and cables
And/or set its coverage radius.
I don't think bots need buffing though.
And/or set its coverage radius.
I don't think bots need buffing though.
- Fri May 11, 2018 12:35 pm
- Forum: Ideas and Suggestions
- Topic: More vehicles instead of power armor
- Replies: 5
- Views: 1733
Re: More vehicles instead of power armor
This could be fine if done right.
- Fri May 11, 2018 12:33 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 67512
Re: Speed modules are sometimes more efficient than Efficiencies
I think it is fine to have one module which is not on equal terms with the other two. They are not completely useless because some recipes can't be crafted with productivity modules.