So in that case, the average of all sciences? Because gold science takes a lot longer to produce than red science does.
Search found 130 matches
- Fri Jan 11, 2019 7:47 pm
- Forum: Gameplay Help
- Topic: SPM
- Replies: 8
- Views: 4047
- Fri Jan 11, 2019 6:08 pm
- Forum: Gameplay Help
- Topic: SPM
- Replies: 8
- Views: 4047
SPM
Hello all, I keep hearing about "SPM bases" and how much "SPM" they have. I know this means "science per minute" but what kind of science exactly? 600 red science per minute? 600 of all science? Or is there something I am missing entirely? Thank you very much as I want ...
- Fri Jan 11, 2019 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Disable in-game warnings
- Replies: 4
- Views: 1925
Re: Disable in-game warnings
I agree, and I would like to see this implemented as well, especially when the base gets so large that there are biters attacking everywhere and endless Yellow Alert signals.
- Fri Jan 11, 2019 6:04 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Petrochemical Flowchart for Bob's + Angel's
- Replies: 1
- Views: 13053
Re: Petrochemical Flowchart for Bob's + Angel's
I recently started a test run for BobAngels and am experimenting with things to be ready for multiplayer with a friend in the future. This helps so much, thank you! Bookmarked
- Fri Jan 11, 2019 6:02 pm
- Forum: Duplicates
- Topic: Rotating Belts compresses items way too much
- Replies: 1
- Views: 1025
Re: Rotating Belts compresses items way too much
Noticed this as well. It is because the distance is shortening and changing, so compression continues. When it is straightened out, the compressed effects are shown. Unfortunately, I do not know of any way to fix this right now. But it is a good way to squeeze extra products onto a belt manually!
- Fri Jan 11, 2019 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Better belt and pipe building. Make it like train tracks
- Replies: 17
- Views: 5103
Re: Pipe and Belt Pathfinding.
That would be awesome, but AI for it may be different (like giving specifications for when to use undergrounds and pipes..., e.g. when should the distance be differed to use the certain type of pipe?).
- Fri Jan 11, 2019 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 10033
Re: Tree leaf regrowth
True, this would be a good idea. If it is implemented, it should come along with maybe some entity that cleans the air in a certain radius temporarily or removes pollution to allow trees to regrow.
- Fri Jan 11, 2019 5:52 pm
- Forum: Duplicates
- Topic: [0.16.51] Easier "There is no spoon"
- Replies: 2
- Views: 3140
Re: [0.16.51] Easier "There is no spoon"
Oh cool! I'd never actually noticed that until you pointed it out, I thought messing with those things specifically would disable achievements.
- Fri Jan 11, 2019 5:51 pm
- Forum: Ideas and Suggestions
- Topic: /sit and /run commands
- Replies: 1
- Views: 986
Re: /sit and /run commands
1) Those commands are not in there. You can always stop walking, press M and zoom out just enough to see a lot of your factory in detail.
2) You can always rebind the keys temporarily to something more comfortable for you.
2) You can always rebind the keys temporarily to something more comfortable for you.
- Fri Jan 11, 2019 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Resource specific line chart colors
- Replies: 8
- Views: 3871
Re: In Statistics sort colors by entity, not value
That is a good idea, but then we would need hundreds of different colors. At some point, they could be hard to differentiate between.
- Fri Jan 11, 2019 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Underground belt exit turns
- Replies: 8
- Views: 3354
Re: Underground belt exit turns
Another thing I noticed is, logically, the output, if turned, would only output to one side of the belt, unless it is curved while underground to come out that way. Just a thought.
- Fri Jan 11, 2019 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Underground belt exit turns
- Replies: 8
- Views: 3354
Re: Underground belt exit turns
True, but as there is no way to do this right now, that could be a start until it (maybe) is implemented. Or, a mod could me made with the right knowledge.
- Fri Jan 11, 2019 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Huge Rocks for everyone!
- Replies: 1
- Views: 944
Re: Huge Rocks for everyone!
That's a good idea, I think it would be a great addition to the game!
- Fri Jan 11, 2019 4:38 pm
- Forum: Combinator Creations
- Topic: Master furnace - all in one
- Replies: 5
- Views: 6270
Re: Master furnace - all in one
That is an awesome creation! I should set up this in my base as a compact way to easily give myself plates and other things through the logistic network. The combinators make it even more genius!
- Fri Jan 11, 2019 4:27 pm
- Forum: Show your Creations
- Topic: Very simple kovarex setup (expandable)
- Replies: 2
- Views: 3862
Re: Very simple kovarex setup (expandable)
Looks pretty nice, especially for a newer person to the game! I like the compactness.
- Fri Jan 11, 2019 3:51 pm
- Forum: PyMods
- Topic: mod and productivity
- Replies: 7
- Views: 2706
Re: mod and productivity
i was referring to modules the red ones Oh, in that case, think about what areas you think take too long or need productivity, then enable the ability to give it to them. i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod Yes, are there any other thing...
- Fri Jan 11, 2019 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Underground belt exit turns
- Replies: 8
- Views: 3354
Re: Underground belt exit turns
There is a mod here:
https://mods.factorio.com/mod/beltlayer
And another here for a similar thing for underground pipes:
https://mods.factorio.com/mod/underground-pipe-pack
https://mods.factorio.com/mod/beltlayer
And another here for a similar thing for underground pipes:
https://mods.factorio.com/mod/underground-pipe-pack
- Fri Jan 11, 2019 3:29 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Mass Metals
- Replies: 2
- Views: 1667
Re: [MOD 0.16.x] Mass Metals
Pretty cool, I don't think I've seen a mod that does something like this yet.
Maybe add some other special recipes that require the "large plates?" That would be a pretty nice addition to the mod, imho.
Maybe add some other special recipes that require the "large plates?" That would be a pretty nice addition to the mod, imho.
- Fri Jan 11, 2019 3:27 pm
- Forum: PyMods
- Topic: mod and productivity
- Replies: 7
- Views: 2706
Re: mod and productivity
i was referring to modules the red ones Oh, in that case, think about what areas you think take too long or need productivity, then enable the ability to give it to them. i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod Yes, are there any other thing...
- Fri Jan 11, 2019 3:26 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Leighzer's Morphite
- Replies: 6
- Views: 3183
Re: [MOD 0.16] Leighzer's Morphite
It's a nice mod! I like how it can be used for multiple things.
Suggestion: Add some more new recipes of powerful or different things that can only be created using Morphite. They could be special entities, turrets, items, modules or anything else.
Suggestion: Add some more new recipes of powerful or different things that can only be created using Morphite. They could be special entities, turrets, items, modules or anything else.