Search found 10 matches
- Mon Oct 06, 2014 2:04 am
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31297
Re: is effectivity module op?
Wait, are the speed penalties and bonuses separate ? I assumed that there's a -30% coming from two production modules, and a +50% coming from every beacon, so one beacon affecting one smelter would give +20%, or a 1.2 multiplier. 4 beacons would be +200%, for +170% or a 2.7 multiplier overall. 4 bea...
- Mon Oct 06, 2014 1:44 am
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31297
Re: is effectivity module op?
It also makes beacons completely worthless since you can't put productivity modules into them. Beacons' current implementation in the game is pretty half-baked to be honest. There's no point putting effectivity modules into them since whatever power you save through that is lost in the half a megaw...
- Fri Oct 03, 2014 9:01 pm
- Forum: Balancing
- Topic: Reduce Green Coral Health
- Replies: 9
- Views: 16899
Re: Reduce Green Coral Health
Needs more explosive rockets.
- Fri Oct 03, 2014 8:25 pm
- Forum: Gameplay Help
- Topic: How to control how much is on a belt at once?
- Replies: 13
- Views: 7263
Re: How to control how much is on a belt at once?
The big lesson here is that inserters always place on the far side of the belt. Here's the research arm of my factory, for example: http://i.imgur.com/n1VaJtA.jpg Since green is being inserted from below, it is placed the top half of the belt. Since red is being inserted from above, it is placed on ...
- Fri Oct 03, 2014 9:07 am
- Forum: Not a bug
- Topic: [0.10.12] misleading message on productivity modules use
- Replies: 9
- Views: 6376
Re: [0.10.12] misleading message on productivity modules use
Wait, productivity modules can only be used on intermediate products? *loads up game to check* Dammit. I thought I was being clever by assuming I could use productivity modules in every step of module-III production to dramatically reduce raw material cost. Now I've got to redo all those painstaking...
- Fri Oct 03, 2014 8:31 am
- Forum: General discussion
- Topic: Difficulty changes?
- Replies: 2
- Views: 1414
Re: Difficulty changes?
Or good luck, depending on your preference for difficulty / degree of masochism.
- Fri Oct 03, 2014 3:09 am
- Forum: Off topic
- Topic: Youtubin' & Streamin'
- Replies: 16
- Views: 20686
Re: Youtubin' & Streamin'
Licenses for fraps and Sony Vegas alone come near to 700 dollars. Note that the Fraps part of that only comes to ~40 US dollars. Recording software is fairly cheap. Editing software, on the other hand... Personally, I find the trickiest part of recording to the audio side of things. Arguably, the b...
- Thu Oct 02, 2014 2:10 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 218679
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I was joking. You're correct on all counts, of course.
- Thu Oct 02, 2014 1:45 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 218679
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Your suggestion is too sensible. There is never such a thing as too many trains.ssilk wrote:And what every player knows: There are always some ores left in reach of the base. That should be mined first, before making another ore train.
- Thu Oct 02, 2014 1:30 am
- Forum: Gameplay Help
- Topic: How exactly do RoboPorts work with each other?
- Replies: 6
- Views: 17724
Re: How exactly do RoboPorts work with each other?
Do you have separate logistics networks? I believe the whole construction robot stopping in midair thing happens because there is no storage space available in the closest logistics network. Removing roboports fixes the issue because they then default to the next closest logistics network, probably ...