Search found 105 matches

by Zool
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...
by Zool
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.
by Zool
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...
by Zool
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

viveks711 wrote:
madpav3l wrote:
Twinsen wrote:
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.
I like this idea.
+11111111
Oh Yes, Oh yes!!!!!
YES YES YES
by Zool
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)
by Zool
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 ...
by Zool
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.
by Zool
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...
by Zool
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...
by Zool
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
by Zool
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...
by Zool
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.
by Zool
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...
by Zool
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...
by Zool
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.
by Zool
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 ...
by Zool
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...
by Zool
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...
by Zool
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...
by Zool
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 ...

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