Search found 105 matches
- Sun May 28, 2017 9:11 am
- Forum: Modding help
- Topic: Is this possible?
- Replies: 8
- Views: 3400
Re: Is this possible?
In angels ores, you have a group of 6 raw ores to be mined, that need to be refined to usefull ores afterwards - maybe you should rather think into that direction, where you need a really sofisticated ore refining area to get the most rare ores out of the raws. This approach sounds to me much more w...
- Sun May 28, 2017 9:04 am
- Forum: Gameplay Help
- Topic: how to supply city from outpost?
- Replies: 6
- Views: 2246
Re: how to supply city from outpost?
Or, if you construct your rails in a way that requires no turning, just use 2-4 which is a lot faster then 2-4-2 - And when you add rocket fuel in the end, its just insane how fast the trains are comming.
- Sat May 27, 2017 7:22 am
- Forum: Modding help
- Topic: Is it possible to change the way how modules behave?
- Replies: 2
- Views: 1002
Re: Is it possible to change the way how modules behave?
If you make them multiplicative, you change an overpowered system to be insanely overpowered: Actually, 4 +50% Production Speed moduled gain you +200% Speed, Multiplicative its already + 406,75% Are you sure thats what you want? If you want them to be stronger, just make a mod with additional module...
- Fri May 19, 2017 5:50 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151434
Re: Friday Facts #191 - Gui improvements
YES YES YESviveks711 wrote:Oh Yes, Oh yes!!!!!madpav3l wrote:+11111111Twinsen wrote:I like this idea.BradleyUffner wrote:Does this mean we could get multiple toolbars that we could cycle through? I could have my default toolbar, and additionally have a "Train" set, or a "Fluid" set for when I am focusing on those things.
- Fri May 19, 2017 5:49 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151434
Re: Friday Facts #191 - Gui improvements
Talking about the placed ghosts: (which I really love)
Is there a way to automatically place an item on the ghost once you have it? Preferably including all settings that a fab or arm has? If not, please add it !!! Its really annoying to build stuff twice (until you have robots ofc)
Is there a way to automatically place an item on the ghost once you have it? Preferably including all settings that a fab or arm has? If not, please add it !!! Its really annoying to build stuff twice (until you have robots ofc)
- Wed May 17, 2017 4:57 pm
- Forum: Ideas and Suggestions
- Topic: 2 awesome changes to roboports
- Replies: 8
- Views: 3112
Re: 2 awesome changes to roboports
I'm also strongly against that sort of changes, simply as its an unneccessary complication of a well working system. I use split networks a lot, for example a bigger station has its own seperated network to make sure, that the sorting works quickly and with maximum capacity. The only downside right ...
- Wed May 17, 2017 8:33 am
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25386
Re: (0.15.10+) Water and Steam, what's the plan?
Read the friday facts, #190.
- Tue May 16, 2017 1:49 pm
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 40583
Re: What programming language Factorio is written in?
Also important when thinking about programming: If should have enjoyed mathematics at school, didn't get confused by formulas, and understand the basics of logic. If any of that was unpleasant and annoying at school, its hard to program anything complicated. An alternative in that case would be soun...
- Mon May 15, 2017 12:01 pm
- Forum: Gameplay Help
- Topic: Which modules?
- Replies: 5
- Views: 1827
Re: Which modules?
Prod modules have 2 downsides: Additional power consumption & reduced production speed. The reduced speed can be countered either with beacons or simply more fabs. Both costs space and initial ressources. If you have enough of both, its a no-brainer. Talking about the initial ressources spent, i...
- Mon May 15, 2017 11:52 am
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 14959
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
I'd also stick to underground pipes, simple due to their nature of not connecting sideways
- Mon May 15, 2017 11:49 am
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 17132
Re: portable solar panels
I also agree, that the PSP is a bit underpowered - if you make it 20kW each with the same actual production costs, it still summs up to 16 of them providing 320 kW at daytime compared to 750 kW 24/7 with the fusion reactor - it opens up a couple of options for early modular armor without going too f...
- Mon May 15, 2017 11:37 am
- Forum: Ideas and Suggestions
- Topic: Smal and Large Liquid Storage Tank
- Replies: 8
- Views: 2103
Re: Smal and Large Liquid Storage Tank
From a gameplay perspective, it makes sense that transporting barrels (which requires additional effort like barrel rotation, fill/unfill and so on) has a higher capacity then just filling in/out the fluid to the wagon.
- Sat May 13, 2017 12:44 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 37433
Re: Friday Facts #190 - The quiet days
Artillery is planned to be automated offense. The idea is, that you reload the artillery with some kind of ammo in the base, and then you make it go to some station, where it can just bombard/kill/remove all the enemy bases in quite a big radius. As it is part of train that can be automated, it can...
- Fri May 12, 2017 1:31 pm
- Forum: Not a bug
- Topic: [0.15.9] Ratio of U235 decreased
- Replies: 7
- Views: 2401
Re: [0.15.9] Ratio of U235 decreased
To make usefull asumptions, you should probably create far more then the 40 U-235 required - if your ratio at like 1000 U-235 is still at 0.5x, then its starting to be interesting. Also, keep in mind that if you only take like some U-235 for whatever reason out of the 40 away, the results are totall...
- Sat May 06, 2017 7:33 am
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 74567
Re: Friday Facts #189 - Specifying the 1.0
Factorio has provided an insane amount of quality and fun for the 20 bucks it costs.
Its time to make it 1.0 and finish this part of the development.
I'm really looking forward to future DLCs or expansions, and hope that the developers decide to continue their awesome work on this project.
Its time to make it 1.0 and finish this part of the development.
I'm really looking forward to future DLCs or expansions, and hope that the developers decide to continue their awesome work on this project.
- Thu May 04, 2017 11:18 am
- Forum: Gameplay Help
- Topic: Fastest way to get from scratch to robots?
- Replies: 6
- Views: 6638
Re: Fastest way to get from scratch to robots?
I usually do the opposite: As I know exactly, how the final refinery will look like, I start building it the way it can finally stay, just reduce the number of refineries & Chem fabs - Now, that you can already place blueprints early in game, it makes even more sense to place the full fabs plan ...
- Wed May 03, 2017 12:23 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143009
Re: Friday Facts #187 - Space science & 0.15 graphics
At the beginning of this year, I discovered this FFF series but knew nothing about Factorio, but I found it quite interesting and continued reading. After a few dozen entries I wanted to try the game myself and played through the demo missions. After that, I had a better understanding of what the g...
- Tue May 02, 2017 8:00 am
- Forum: Ideas and Suggestions
- Topic: Ability to destroy unneeded components of oil processing
- Replies: 18
- Views: 10173
Re: Ability to destroy unneeded components of oil processing
What I do is simple: I automate the cracking of heavy => light => petroleum in a way, that they only work when their respective amount is above petroleum. So I build for example 20 x petroleum tank, 2 x light tank, 2 x heavy tank. I connect 1 tank of each type into the logistic network. For cracking...
- Thu Apr 27, 2017 10:46 am
- Forum: Balancing
- Topic: Nuclear Power at Priority 1
- Replies: 21
- Views: 13629
Re: Nuclear Power at Priority 1
The solar panels can't be turned off, since they produce power as soon as light hits them. Nuclear reaction starts, as soon as you put uranium inside the reaction chamber. The big downside of nuclear power is, that it can't be turned on and off quickly, and due to that, its the same here in factorio...
- Tue Apr 25, 2017 4:54 pm
- Forum: Duplicates
- Topic: [0.15.1] Server manager / Game sorting
- Replies: 1
- Views: 550
[0.15.1] Server manager / Game sorting
When clicking on the "player" column, to show the games with many active players, the games get sorted by "hours played" instead (minor bug) Further explored the bug: When clicking on the "hours played" column, it sorts by game name alphabetically, when clicking on the ...