I do self contained lines for a singular purpose.
One line makes Red / Green research.
One line makes blue research
One line does military items (turrets, ammo, capsules etc.)
it's really whatever you prefer to do.
Search found 300 matches
- Fri Jun 20, 2014 3:50 am
- Forum: General discussion
- Topic: One Large Factory or Smaller Specialized Ones?
- Replies: 9
- Views: 6229
- Thu Jun 19, 2014 8:29 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88578
Re: FishSandwich's Factorio playthroughs
Been watching your episodes. You haven't had too much problem yet with the turret but YET
Looking forward to some more episodes to see how you transitions to the later games when the bugs really start spawning on ya.
Looking forward to some more episodes to see how you transitions to the later games when the bugs really start spawning on ya.
- Thu Jun 19, 2014 7:21 pm
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18305
Re: Possible balance issue: Electric energy / Effectivity
Hi! The burner inserter has 180W of power - compared to the electric counterparts, this thing should be amazingly fast. A steel furnace can smelt double the amount using up the same amount of fuel - a really great upgrade, but shouldn't the used power per smelted unit be the same? I agree. Burner i...
- Mon Jun 16, 2014 5:16 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38344
Re: Laser Turrent need upkeep
Yeah, capsule (and grenade) throwing turrets would indeed be useful. Along with combat robot launching turrets and multiple kinds of ammo and electricity based turrets, base defense design would be a lot more fun and would stop people from just massing laser turrets everywhere. We might need strong...
- Mon Jun 16, 2014 5:02 pm
- Forum: Show your Creations
- Topic: The End
- Replies: 8
- Views: 7987
Re: The End
I just didn't think it was that large a difference in the number of cuddly critters that you get to spend your time with ......Koub wrote:What ? Everybody doesn't play with maximum density, maximum number of biters, maximum hive numbers ?
- Mon Jun 16, 2014 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Pick Up, Placement Range indicator
- Replies: 9
- Views: 4117
Re: Pick Up, Placement Range indicator
Love this idea
- Mon Jun 16, 2014 2:09 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38344
Re: Laser Turrent need upkeep
I think one need a better gun turret, who do real damage against anything and is mostly better than the laser, but eat through ammunition. Mini-version of rocket defense that would actually shoot at stuff? :) Just nerfing lasers and buffing bullet-based stuff is boring. More options would be much n...
- Mon Jun 16, 2014 2:03 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38344
Re: Laser Turrent need upkeep
I think one need a better gun turret, who do real damage against anything and is mostly better than the laser, but eat through ammunition. That would be nice as well. So weaken the overall strength of the laser turret AND increase it's power usage to point where spamming them isn't really feasible ...
- Mon Jun 16, 2014 1:55 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38344
Re: Laser Turrent need upkeep
I know, they aren't comparable with ammunition 1:1. Though in some way having to expand and defend the land area for the accumulators is an extra investment one doesn't need (as much) with projectiles. I'm just looking for some way to balance the laser turret a little and have more use for resource...
- Mon Jun 16, 2014 2:41 am
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38344
Laser Turrets need upkeep
I keep looking at gun turrets vs laser turrets. Guns require ammo, production line to keep them fed etc. They do loose power later game but that is a different discussion. What I would like to see is some resource usage on lasers where they aren't set and forget. We build these huge factories and be...
- Mon Jun 16, 2014 2:34 am
- Forum: General discussion
- Topic: Solar Panel return on investment
- Replies: 56
- Views: 26585
Re: Solar Panel return on investment
I do agree that energy is too easy at this time. Though if you don't start with enough coal in your starting zone you are kinda screwed. I have had some spawns with zero coal with the default ore generation settings. As for pollution and spawns. Depending on your critter settings the pollution can b...
- Mon Jun 16, 2014 12:30 am
- Forum: General discussion
- Topic: Solar Panel return on investment
- Replies: 56
- Views: 26585
Re: Solar Panel return on investment
Let's be honest .... what are you going to do with those resources otherwise
- Mon Jun 16, 2014 12:26 am
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27720
Re: Friday Facts #38
I keep seeing posts about people having problems with the turrets.. Is there a requirement for this problem to appear? I keep playing (circling around 3 different gamesaves) and i havent had it yet, on any of them. All my turrets seem to do the job just fine, either the gun ones, i can see them run...
- Sun Jun 15, 2014 10:16 pm
- Forum: General discussion
- Topic: Modules in Pumpjacks
- Replies: 16
- Views: 24900
Re: Modules in Pumpjacks
I won't use solar panels in my world, too OP IMO. I use Very High bugs + Big size to start with. Then no solar, you can imagine my pollution levels and the number of bugs I run into. I also play where if you die you don't restore, the game is over. Haven't won yet. Without infinite power you have to...
- Sat Jun 14, 2014 7:45 pm
- Forum: Show your Creations
- Topic: The End
- Replies: 8
- Views: 7987
Re: The End
How did you have so few biter kills? 40 hours I'm well into the 20k plus range. I play on very high hive quantity and large hives.
- Fri Jun 13, 2014 1:18 pm
- Forum: General discussion
- Topic: Refinery
- Replies: 8
- Views: 4151
Re: Refinery
I have had the same issue quite a few times. After spending some time looking at mine what I have always found is something that is using resources isn't using it as fast as it can be made causing a backup. Storage tanks in between can help early on saving your heavy / light for when you get advance...
- Tue Jun 10, 2014 10:16 pm
- Forum: General discussion
- Topic: Self sustaining Solar Plant
- Replies: 20
- Views: 11051
Re: Self sustaining Solar Plant
a) Increase manufacturing time for panels and accus. Both are ridiculously low with 0.5 s compared to the input needed and the crafting time of comparable items. b) Make accus slightly more expensive. They are able to dynamically store and release energy according to the demand/supply state of the ...
- Tue Jun 10, 2014 4:27 am
- Forum: Balancing
- Topic: Is fuel too strong
- Replies: 12
- Views: 17151
Re: Is fuel too strong
I don't find it too strong, As others have said it depends on the map generation. Now solar power ..... free unlimited energy with no pollution, that just seems imbalanced to me.
- Tue Jun 10, 2014 3:24 am
- Forum: General discussion
- Topic: Self sustaining Solar Plant
- Replies: 20
- Views: 11051
Re: Self sustaining Solar Plant
I don't use solar panel, I don't know it feels too simple to me. You build them and then boom free power forever, not to mention you also get no pollution. So far in my worlds I go 100% coal power / oil power to run things. It generates tons of pollution but I need all resource types for the entire ...
- Sun Jun 08, 2014 7:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Turrets with ammo stop firing at biters
- Replies: 14
- Views: 7612
Re: [0.10.0] Turrets with ammo stop firing at biters
Same issue here. I have also noticed at time my sub machine gun just won't fire at the biters. Not sure if it's related or not.