Search found 446 matches
- Wed Feb 06, 2019 2:25 pm
- Forum: Gameplay Help
- Topic: How to prevent players from using their blueprints
- Replies: 1
- Views: 942
Re: How to prevent players from using their blueprints
but how can I delete blueprints players in the library pretty sure you wanna prohibit the use, otherwise.... Download.png Its the BPs that people have brought together over a long time. Yeah, one should have backups, but still.... Since i guess you want that for a scenario or server, this is the wr...
- Wed Feb 06, 2019 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Gun turret range
- Replies: 14
- Views: 6634
Re: Gun turret range
since i play modded most of the time, i dont realy have an opinion on this, but i can forsee the answers you´ll be getting. 1. there are mods for that 2. by the time you get big/behemoth spitters, you at least should have repairpacks and construction bots in range to repair your perimeter, or 3. a m...
- Fri Feb 01, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89585
Re: Friday Facts #280 - Visual Feedback is the king
Visual Feedback my a.....!!! YOU are the kings! Even if this game wouldn´t be as awesome as it is already, the way you listen to and communicte with us is something every major AAA (that description is a joke btw, it should be D-) dev/publisher should have a look at, altho they´ll never even come cl...
- Fri Feb 01, 2019 5:51 pm
- Forum: Logistic Train Network
- Topic: How to split networks using Network ID?
- Replies: 17
- Views: 15106
Re: How to split networks using Network ID?
Ah, didn't realize that was allowed. Makes sense, thanks! technicly you can give each depot a different name, have a dedicated depot for each train. All thats gonna do is that you cant copy&paste initial schedules, they´ll still look into LTN the same way and distribute trains. I´d even advise ...
- Fri Feb 01, 2019 5:25 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40307
Re: Lategame mining options are lacking
What we need is a sexy idea how to introduce a new concept that is adequate for late game. I'm sure that a 20x20 miner is not the answer. I understand where you come from. However you should know that, adding just 1 bigger mining drill wasn't the intention, adding multiple levels of excavators Goin...
- Fri Feb 01, 2019 5:07 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330375
Re: [0.16.x] Bob's Mods: General Discussion
That's the Durability mechanic (originally on repair tools, in fact science packs are item type tool) the problem is that recipes themselves do not support it, ingredient items must have a whole number for their amount... unless they're a fluid, but outputs can have a bit more flexibility with a pr...
- Fri Feb 01, 2019 1:57 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330375
Re: [0.16.x] Bob's Mods: General Discussion
OH!!!! The mechanic you are talking about, that the devs think its not worth the time. Its already in game! Think of Science packs, labs etc.... Make a machine that uses items with the same property as a science pack. They have %used, regardless of research cycle complete or not, they stay in the la...
- Fri Feb 01, 2019 1:30 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330375
Re: [0.16.x] Bob's Mods: General Discussion
...... about your catalyst rant: thats exactly what i tought, when thinking about making mining abit more complex but more rewarding later I´d want some item that needs to be put into that lategame "mining machine" Call it maintainance, where you would need to put gears in. Or those catal...
- Fri Feb 01, 2019 5:04 am
- Forum: Technical Help
- Topic: I could really use some help trying to save my megabase from UPS death
- Replies: 16
- Views: 5249
Re: I could really use some help trying to save my megabase from UPS death
LTN is not completely idle when i fired up your save, i got messages about schedules being created. Didn´t take a look at them tho, could be your starter base on a seperate network? Also, are you running any of the AAI stuff, like zone scanning? AAI caused alot of trouble on an AB server i was playi...
- Thu Jan 31, 2019 4:42 pm
- Forum: Technical Help
- Topic: I could really use some help trying to save my megabase from UPS death
- Replies: 16
- Views: 5249
Re: I could really use some help trying to save my megabase from UPS death
i downloaded it as well, and i hate to say that its too big even for my standards :D Deleting alien biomes instantly bumped me up 5 UPS. no idea how... It all turn to grass when deleting biomes tho, so it looks like a huge colf corse... I had this when i wanted to replicate KoS´ PY series which quic...
- Thu Jan 31, 2019 12:03 pm
- Forum: General discussion
- Topic: Who brought you to factorio?
- Replies: 30
- Views: 9974
Re: Who brought you to factorio?
Youtuber Toxictimewaster(Ryan)
Was watching Rimworld series, browsed through playlists and found an old (i think 0.13/14) Factorio playlist.
Bought the game after the 2nd episode of watching. Failed, horribly. Watched another 10 hours of other Youtubers. 2500h since Oct. 2017
Was watching Rimworld series, browsed through playlists and found an old (i think 0.13/14) Factorio playlist.
Bought the game after the 2nd episode of watching. Failed, horribly. Watched another 10 hours of other Youtubers. 2500h since Oct. 2017
- Thu Jan 31, 2019 11:58 am
- Forum: Technical Help
- Topic: I could really use some help trying to save my megabase from UPS death
- Replies: 16
- Views: 5249
Re: I could really use some help trying to save my megabase from UPS death
since i cannot load it at work and i cant see details of the base in the screens: dont load trains with loaders, that´d be a massive UPS drop. it was for me at least. (another map tho, not the one described below) I have about the same issue, where its going down soon, the game already slows down to...
- Thu Jan 31, 2019 7:13 am
- Forum: Energy Production
- Topic: Blueprint: 100 x Solar Power Block [ .16 ]
- Replies: 5
- Views: 6544
Re: Blueprint: 100 x Solar Power Block [ .16 ]
its pretty, because symmetric, but it has alot of unused space that cant fit solar panels if you wanted to add them later. And desired solar to accumulator rating would need more panels than accus. Also, wrong forum. But dont let that get in your way. ;) guessing its more like an early game build, w...
- Thu Jan 31, 2019 6:52 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40307
Re: Lategame mining options are lacking
....... think destroyer capsules , you start with the basics ammo and by the end you are putting in speed modules to get laser shooting flying death spheres thats an interesting point. in about 2500h of playtime i only had combat robotics built/used cos someone on my team placed a "build it al...
- Thu Jan 31, 2019 6:28 am
- Forum: General discussion
- Topic: Offshore pump tricks
- Replies: 5
- Views: 2576
- Wed Jan 30, 2019 12:28 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330375
Re: [0.16.x] Bob's Mods: General Discussion
Except a tank holds 25000 units and it's inconceivable that water and oil have the same density in the game so a mass of 25000 units would fill the volume of a tank. Can you even compress them to the same density? you cant compress liquids, at least in RL. how the game handles it, i have no idea. i...
- Fri Jan 25, 2019 9:58 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15524
Re: Nuclear power OP
I get all the points. I see you math, i understand it and i trust you on it. But: in the OP, you are including Kovarex in one of the formulas, which is a whole different process than mining raw ore and centrifuging it. Its pointed out, but all your reasoning beyond that uses the Kovarex number. And ...
- Fri Jan 25, 2019 8:35 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15524
Re: Nuclear power OP
1.44GW (sky-high value for many players, as I believe Did anyone else giggle at this? A GW base is chump change. Nuclear power isn't balanced for the end game as much as the post game. Extreme bases need extreme power and Nuclear power fills that role very well. Those super bases don't run for hour...
- Fri Jan 25, 2019 12:34 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15524
Re: Nuclear power OP
well, you picked out one point and ignored the rest. Its the overall setup, which is alot more complex than just burning coal and "researching kovarex is no problem, you´ll have it before need it?". Well, that goes for everything, once you hit the needs for that much power, you are probab...
- Fri Jan 25, 2019 10:26 am
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15524
Re: Nuclear power OP
do you think that nuclear power production requires a radical nerf? hell no! Not even if you dont include the word "radical" Fuel vale per ore is not all you to think about when balancing. Before you can even start that, you need to power the centrifuges. You need think about sulfiric aci...