Search found 100 matches
- Thu Sep 10, 2015 8:37 pm
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23365
Re: 2 Oily Questions!
Wow - thats a bit much to digest, but I see where it is going. I think varying most of the heavy & Light oils will help. But I found a great way to get a ton of plastic very fast.I think I have been working with a simple method that 1 refinery can handle many chemlabs with no slowdowns. I took t...
- Thu Sep 10, 2015 3:38 am
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23365
Re: 2 Oily Questions!
It's unclear to me exactly what you're saying. Partly because you're mixing terms all over the place, refineries don't produce plastic, chem labs do, and plastic isn't made directly from any form of oil, it's made from natural gas and coal. When you say the "chem labs have 4 tanks," are t...
- Thu Sep 10, 2015 3:28 am
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23365
Re: 2 Oily Questions!
Wow - 5 to 3 on refineries!! Ok - I can do that - I guess I can run 2 or 3 refineries off 1 oil driller. But that is ridiculous amount of the heavy and light oils to deal with. I usually make sold fuel with the extra, but how much do I really need? Wish they had some incinerator you could send a bel...
- Wed Sep 09, 2015 9:02 pm
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23365
2 Oily Questions!
I came back to playing Factorio after almost a year away, and am pleased to see the new look and upgrades! My questions are 1) I cant find oil cracking, I researched advanced oil processing and when I planted a refinery, no options for the cracking came up. I could really use the hydos, so did they ...
- Fri Jun 06, 2014 9:58 pm
- Forum: Gameplay Help
- Topic: Best Power Armor Mk2 configuration
- Replies: 13
- Views: 12432
Re: Best Power Armor Mk2 configuration
Hi gnash ("Fire" for Orkish!) I am surprised you use only 1 exoskeleton, having at least 3 you can outrun the biters pretty easily, thus take less damage. You wont even need the car, which is a pain since it takes damage way too easily for all the obstacles around. I think if you had more ...
- Fri Jun 06, 2014 1:30 am
- Forum: Gameplay Help
- Topic: Best Power Armor Mk2 configuration
- Replies: 13
- Views: 12432
Best Power Armor Mk2 configuration
Hi, I ws wondering what the best configs for the Power Armor Mk2 would be. i watched a tutorial and searched around and found very little. I was curious if having 2 of the fusion reactors would be better, but when the guy on the video tried it, it dd not seem to make it recharge any faster. Also, wh...
- Mon Jun 02, 2014 1:42 am
- Forum: Gameplay Help
- Topic: Game runs slow
- Replies: 10
- Views: 4740
Re: Game runs slow
Ahhh, yes it was set to 2 minutes, so i moved it up to 10. Thanks for the help!
- Mon Jun 02, 2014 12:34 am
- Forum: Gameplay Help
- Topic: Game runs slow
- Replies: 10
- Views: 4740
Re: Game runs slow
I get an issue too, the game runs at normal speed, but every few minutes I get a quick "pause" for like a second. I am running the 64 bit, I have an Intel I7 6 core and 16Gb ram. I can run some very powerful games with no issues, so it has to do something with the settings. Its not a bug, ...
- Mon Jun 02, 2014 12:29 am
- Forum: Gameplay Help
- Topic: Need Help with Roboports
- Replies: 7
- Views: 2353
Re: Need Help with Roboports
Thanks FishSandwich (A Sandwich Lover!) - I watched a number of your videos, they are great! I "liked" all the ones I saw. Appreciate your efforts on making them. I am sure many people will find them extremely helpful since you broke them down in a step by step walk-though of all the major...
- Mon Jun 02, 2014 12:18 am
- Forum: Gameplay Help
- Topic: Enemies spawning inside my base..?
- Replies: 6
- Views: 4151
Re: Enemies spawning inside my base..?
Do you actually see them spawn? Are they always in the center of the base or are they to the north or south areas in the base? I suggest build a few turrets and place them at any possible access area like where the wall meets the water and see if that stops it. The map will highlight the attack so y...
- Mon Jun 02, 2014 12:13 am
- Forum: Gameplay Help
- Topic: Can't automate Boiler's?
- Replies: 4
- Views: 5614
Re: Can't automate Boiler's?
You can see a large setup for maximizing power and efficiency here:
https://forums.factorio.com/forum/vie ... =18&t=3994
https://forums.factorio.com/forum/vie ... =18&t=3994
- Sun Jun 01, 2014 7:02 am
- Forum: Gameplay Help
- Topic: Need Help with Roboports
- Replies: 7
- Views: 2353
Re: Need Help with Roboports
HAHAH!! Yes, please!! :D I dont want to set it up all wrong and then tear it down and rebuild, not a lot of room for too many mistakes!! Thanks for the thought though - Ill try it and see if i can determine that. but i need stuff damaged to verify and dont want the bugs indoors! Hope someone can giv...
- Sun Jun 01, 2014 5:11 am
- Forum: Gameplay Help
- Topic: Need Help with Roboports
- Replies: 7
- Views: 2353
Need Help with Roboports
Hi, I forgot how the Roboport works, I know that when you place a 2nd one, there is a line that they need to connect to, to support each other. But what is the inner orange shadow box, and the green outer box. I am not sure how to setup the robotports overlaps so that they work properly together. Th...
- Sun Jun 01, 2014 1:50 am
- Forum: Show your Creations
- Topic: Gimmicks Of Tomorrow: Radar Station
- Replies: 7
- Views: 19935
Re: Gimmicks Of Tomorrow: Radar Station
Does having more radars together make much of a difference? I guess they continuously scan different areas? Very cool idea! Having a few lasers is a good idea, but also might provoke an otherwise ignored object. I will try it without them and see how it goes. But better make a blueprint first!
- Sun Jun 01, 2014 1:45 am
- Forum: General discussion
- Topic: Question About Radar
- Replies: 7
- Views: 3378
Re: Question About Radar
Five solar cells per radar and you have a self-sufficient radar station. See also https://forums.factorio.com/forum/viewtopic.php?f=8&t=3925 :D Wow! Thanks Gewalt! Thats great, I will definitely be using a setup like that! Do I need to protect them with guns? I would think that anything spawnin...
- Sun Jun 01, 2014 1:31 am
- Forum: General discussion
- Topic: GIF Mini Tutorials!
- Replies: 38
- Views: 39586
Re: GIF Mini Tutorials!
Excellent images! Some of this stuff really surprised me,and game me a lots of ideas around problems I had before. Well done!
- Sun Jun 01, 2014 1:21 am
- Forum: General discussion
- Topic: Question About Radar
- Replies: 7
- Views: 3378
Re: Question About Radar
Ahh - I see. Thanks for the info! I did notice that a few nests did appear whee i did not go out and explore. So I see it does, it just works pretty slowly. Thats still worth creating more power for, so I will use more efficiency modules to help counter them! Just wish they had openings for modules ...
- Sun Jun 01, 2014 1:03 am
- Forum: Gameplay Help
- Topic: Question about electricity
- Replies: 6
- Views: 3075
Re: Question about electricity
Okay thanks so how would I make more power add more power lines? because I did add more and the consumption stayed the same I also made another steam engine and it didn't change unless I was using a lot more power than U thought Hi Toonarmy. Glad you like the game! It is terrific, and gets better t...
- Sat May 31, 2014 10:34 pm
- Forum: General discussion
- Topic: Question About Radar
- Replies: 7
- Views: 3378
Question About Radar
Hi, I was curious about the radar, I have seen in some videos (maybe they were just campaign?) where they tend to scan more than just a set square area around where you place them. Is there a way to get them to scan larger distances? I put one in each corner of my base, but i would hope they can do ...
- Thu Mar 06, 2014 12:29 am
- Forum: General discussion
- Topic: Dont understand the reasoning behind production module
- Replies: 8
- Views: 4498
Re: Dont understand the reasoning behind production module
The only problem is that the Production module is double penalized when it comes to pollution output, and in both cases, the scaling is severe. Extensive use of Production, or even speed, modules means not only needing more power plants, but also risks rapidly mutating biters to insane levels. Yes,...