Search found 242 matches
- Tue Nov 02, 2021 4:48 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 34267
Re: What are the most impractical items in Factorio?
Pistols.. In vanilla, pistols have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about ...
- Tue Oct 19, 2021 8:21 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 34267
- Mon Oct 18, 2021 7:43 am
- Forum: Gameplay Help
- Topic: Calculating machines required to completely fill a belt factoring in Productivity Modules and Beacons with Speed Modules
- Replies: 7
- Views: 1914
Re: Calculating machines required to completely fill a belt factoring in Productivity Modules and Beacons with Speed Mod
Rate Calculator and/or Max Rate Calculator are useful mods to have in-game for these calcs.
- Mon Oct 18, 2021 7:42 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 34267
Re: What are the most impractical items in Factorio?
What's an efficiency module?
- Mon Oct 11, 2021 7:45 am
- Forum: Ideas and Suggestions
- Topic: Being able to move map tags once placed
- Replies: 22
- Views: 7419
Re: Being able to move map tags once placed
+! to the original suggestion. I have recently had a need to do so, and obviously someone else beat me to the suggestion.
- Mon Oct 04, 2021 7:57 am
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 6093
- Tue Sep 28, 2021 5:51 am
- Forum: General discussion
- Topic: Anyone standardizing on very long trains?
- Replies: 38
- Views: 13229
Re: Anyone standardizing on very long trains?
The only minor issue now is laying down rail. I was gridding the entire map with roboports and radar before and it worked amazingly well for a lot of things, but that was a little tedious and I suspect very non fps friendly. Also, not researching logistics so there's that. What works for me is sett...
- Fri Sep 03, 2021 8:31 am
- Forum: Gameplay Help
- Topic: Rocket silo doesn't always produce white science
- Replies: 10
- Views: 3620
Re: Rocket silo doesn't always produce white science
You could install the "Rocket Silo Stats" mod to check what has been launched. (Although I'm not 100% sure that it will record what has been launched prior to the mod being installed.)
- Tue Aug 24, 2021 8:08 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 42685
Re: [0.17] Even Distribution
Update the mod.
- Sun Aug 22, 2021 2:07 am
- Forum: Gameplay Help
- Topic: Drones keep getting stuck in infinite recharge loop
- Replies: 6
- Views: 2224
Re: Drones keep getting stuck in infinite recharge loop
...Im also having trouble with my remote construction Spidertrons not dropping off excess wood, rock, (and even modules and etc that I dont even understand HOW or WHERE they picked up all the way out there). They are in range of a storage box but refuse to drop off the materials despite being progr...
- Tue Aug 17, 2021 7:55 am
- Forum: Combinator Creations
- Topic: Simple 7 segments digit
- Replies: 1
- Views: 1573
Re: Simple 7 segments digit
Nice one. There are a few other options over at this thread: viewtopic.php?f=193&t=19825
- Sun Aug 15, 2021 1:39 am
- Forum: Ideas and Requests For Mods
- Topic: Fast replace entire belt
- Replies: 3
- Views: 1466
Re: Fast replace entire belt
Good points - I guess I play (relatively) unmodded that I couldn't see some of the more specific use cases.
- Sat Aug 14, 2021 1:50 am
- Forum: Ideas and Requests For Mods
- Topic: Fast replace entire belt
- Replies: 3
- Views: 1466
Re: Fast replace entire belt
How is this different from the upgrade planner (OK, requires robots), or "quick-replace" (laying the new belt directly over the top of the existing belt)?
- Mon Aug 09, 2021 7:26 am
- Forum: Not a bug
- Topic: Rocket Auto Launch not Working Properly
- Replies: 3
- Views: 1457
Re: Rocket Auto Launch not Working Properly
I even recently accidentally sent 7 copper ore to space, as I was using an unfiltered chest to store satellites. "Expensive" mistake!
- Fri Aug 06, 2021 8:25 am
- Forum: General discussion
- Topic: Megabase ideas
- Replies: 10
- Views: 4895
- Mon Aug 02, 2021 7:45 am
- Forum: Ideas and Suggestions
- Topic: Oil refinery should only show the pipes used in the chosen recipe
- Replies: 8
- Views: 2406
Re: Oil refinery should only show the pipes used in the chosen recipe
'Alt' mode already does this. IMO, we should instead be encouraging new players to enable 'Alt' mode.
- Mon Jul 12, 2021 7:52 am
- Forum: Balancing
- Topic: Walls need to be cheaper
- Replies: 11
- Views: 4782
Re: Walls need to be cheaper
Without giving too much away, have you considered using other entities rather than walls as a barrier? There are some items - admittedly with fewer hit points than walls - that are much cheaper to construct (time and materials) but can be nearly as effective, so long as the player can't squeeze betw...
- Tue Jul 06, 2021 8:36 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 510802
Re: Simple Questions and Short Answers
I'm far from an expert at analysing those stats, but it looks to me like your electricity updates are larger than expected - are all those small networks independent? I believe separate electricity is bad for UPS. But the main culprit appears to be the "Render Preparation", which makes sen...
- Sun Jul 04, 2021 3:28 am
- Forum: Show your Creations
- Topic: My compact monster
- Replies: 10
- Views: 5636
Re: My compact monster
The splitter/long-handed combination is cool. I wouldn't have thought it would be fast enough to feed that copper wire machine on it's own though...
- Mon May 31, 2021 8:41 am
- Forum: Not a bug
- Topic: parameters of robots, railway signals etc., visible on the map
- Replies: 4
- Views: 1618
Re: parameters of robots, railway signals etc., visible on the map
I was having this "issue" as well, with my thinking being that the setting didn't persist between loading/saving, but I couldn't replicate it. I never knew that "Alt" would turn these on and off in map view! :o And I can't see anywhere in the settings that suggests Alt does this,...