Search found 246 matches
- Wed Nov 26, 2014 9:13 am
- Forum: Spread the Word
- Topic: Names of Possible YTers to approach
- Replies: 16
- Views: 19643
Re: Names of Possible YTers to approach
There are a few LP'ers I follow that may bite for a chance to LP the game for a few episodes if asked. Quill18 comes to mind first, since he's done quite a bit (and still does) LP's of Banished (and other top-downs/strategies). Mathas and Splattercat also do a lot of good LP's of indie games. They t...
- Sun Nov 23, 2014 11:36 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Smelting where you mine
- Replies: 26
- Views: 64509
Re: Smelting where you mine
Even if your ratios are off slightly, a 1:1 isn't terrible. If the ratios are becoming important, odds are you're using product too fast (built too many unchecked factories). Generally, a steel/electric furnace is 2x as fast as a stone. The only way it goes faster is with a modded electric furnace, ...
- Thu Nov 06, 2014 5:27 am
- Forum: Show your Creations
- Topic: Optimal Green Circuit Production
- Replies: 11
- Views: 42219
Re: Optimal Green Circuit Production
Solid and compact. You don't need a perfect ratio for a lot of productions, when the dirty and practical solution suffices and can be scaled with easy I/O of the layout. It will work great with early-game layouts before I begin to separate functions into different geographical factories, where I'd w...
- Thu Nov 06, 2014 1:01 am
- Forum: General discussion
- Topic: Can steam generators be used in emergencies only?
- Replies: 25
- Views: 12908
Re: Can steam generators be used in emergencies only?
I think its quite clear, what is wanted, but as with the bridges or boat the simple solution will bring the game into a dead end. And indeed, there are some words wrong in the quoted sentence. I meant, if the priority of accu is before the steam engine, then they would be unloaded,before the steam ...
- Wed Nov 05, 2014 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1][kovarex] We didn't do the train movement right.
- Replies: 11
- Views: 5577
Re: [0.11.1] Notice: Ok, so we didn't do the train movements
I get this when I try to 'steer' the train into a dead end.
- Thu Oct 30, 2014 10:30 am
- Forum: General discussion
- Topic: Can steam generators be used in emergencies only?
- Replies: 25
- Views: 12908
Re: Can steam generators be used in emergencies only?
Solar panels provide a baseline amount of power at night. As long as that nighttime baseline is enough to power your systems, your Steam generators will remain largely inert. Because of the ramp up time Steam plants require, accumulator banks will provide power for short term spikes while the Steam ...
- Mon Sep 01, 2014 7:31 pm
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 23602
Re: More trains vs. longer trains
Generally speaking, you should only need enough wagons to match the expected throughput. You will want one train wagon that carries train fuel, repair kits, and walls for local maintenance. One train wagon per major mining outpost, and one for every two minor stops. Different mined materials should ...
- Mon Sep 01, 2014 7:08 pm
- Forum: Gameplay Help
- Topic: Building useful Rail Networks
- Replies: 11
- Views: 6363
Re: Building useful Rail Networks
Step 0: Acknowledge the distance. If it's a modestly short distance, consider a simple belt line instead. Trains should be used to move goods that have to travel distances longer than what is covered by a radar dish. For less, reconsider a belt or drone. 1. Know what kind of rail. There are two type...
- Fri Aug 01, 2014 7:30 am
- Forum: General discussion
- Topic: My new factory's power facility!
- Replies: 10
- Views: 4582
Re: My new factory's power facility!
This is definitely a solid configuration. While light on the boilers, adding more boilers is very easy by simply replacing some of the pipes, and really wouldn't be a major issue overall. It's also modular enough that you can start with the first six engines and add additional engine blocks as your ...
- Fri Aug 01, 2014 2:27 am
- Forum: General discussion
- Topic: About gun turrets
- Replies: 21
- Views: 13054
Re: About gun turrets
Gun turrets are just a holdout for laser turrets. Lasers work purely on electricity, which can be produced 'material free' with solar panels and accumulator banks (with some supplimental fossil fuel power if needed). Guns actively drain your iron and copper reserves, lack the punch needed to bring d...
- Sat Jul 26, 2014 5:51 am
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 46008
Re: Friday Facts #44 - Decision making
Factorio is about designing to meet your needs. "Necessity is the mother of Invention", etc. That said, from an engineering standpoint, means a tank design customized for fighting Biters. 1. Protected treads. Biters gnaw on the first things they hit, and Worms' projectile attacks aren't mu...
- Fri Jul 25, 2014 8:07 pm
- Forum: Show your Creations
- Topic: About electronic circuits production
- Replies: 19
- Views: 9805
Re: About electronic circuits production
It's very often discussed here, that copper wires on belts is a bad idea. Generally yes. However, this is usually not a problem if you are using multiple inserters. If you use 3 inserters, you can, generally, move all the needs at once. Upgrade to fast/express belts and fast inserters, and things s...
- Thu Jul 24, 2014 7:44 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80782
Re: Trains vs conveyors?
A personal pro-tip of mine: Smelt ore locally and ship the plates via train, you can double your wagon capacity and route directly to a storage yard or factory. How does smelting at the site of mining double wagon capacity? At 'best', you get one plate per ore, and if you use modules, you could hav...
- Thu Jul 24, 2014 3:56 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80782
Re: Trains vs conveyors?
@Zourin: that was nice. I updated this page with some of your quotes: https://forums.factorio.com/wiki/index.php?title=Transport/What_Transport_for_which_case%3F Poked through the site, although it kinda misses the point that belts have the best short-distance throughput for continuous, direct-to-f...
- Wed Jul 23, 2014 6:22 pm
- Forum: Implemented Suggestions
- Topic: Valve [see folloup-thread!]
- Replies: 19
- Views: 23112
Re: Valve
I'll be frank, the easiest solution here, if you need to manually cut off the flow of fluids, is to remove a section of pipe (Ideally with a pump pushing fluid into storage). Minimal loss overall. It's not pretty, but without any kind of logistical cutoff valves, this will do the job. I do, however,...
- Wed Jul 23, 2014 6:11 pm
- Forum: General discussion
- Topic: A "Co-op" style playthrough, would you watch?
- Replies: 22
- Views: 7398
Re: A "Co-op" style playthrough, would you watch?
Always room on the internet for good Let's Plays of good games. Gives me something to listen to while I pull the graveyard shifts.
- Wed Jul 23, 2014 6:03 pm
- Forum: General discussion
- Topic: Suggestion summaries
- Replies: 12
- Views: 5211
Re: Suggestion summaries
Edit: *SNIP*
Completely misunderstood the direction of the thread. O.O
Completely misunderstood the direction of the thread. O.O
- Wed Jul 23, 2014 6:01 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80782
Re: Trains vs conveyors?
Trains are for linking separate factory assemblies together over long distances. This additionally lets you 'take a ride' out to outposts that require attention. Bots are terrible at long distances and bulk goods. That leaves conveyors and trains. Trains are faster than belts and offer better logist...
- Wed Jul 23, 2014 5:46 pm
- Forum: General discussion
- Topic: Multithreading question
- Replies: 9
- Views: 5867
Re: Multithreading question
Releasing a prototype on steam for $20 and saying this is the game we are making that's in a "alpha" state. #wayofftopic sorry Yeah, that's the trap in the early access market right now. Games like The Forest, while presenting a wonderful prototype, aren't actually 'alpha' state, so much ...
- Sun Jul 20, 2014 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Factory Linking
- Replies: 2
- Views: 1521
Factory Linking
The idea is actually really simple. Currently, inserters going from factory to factory works on an Output->Input basis. The relationship only exists between two different factories: A producer and a consumer. This is an academic basic of production as a whole. What I'm suggesting is unlocking a rela...