If I had to make a complete guess, I would imagine the shutdown function would be like a furnace not having ore, and the partially consumed fuel would sit there.
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# ? Apr 19, 2017 20:36 |
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# ? Apr 28, 2024 11:24 |
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I finally got logistic/construction bot production going(skipping to tier 2 as someone here recommended). Try to guess the point at which I gave up on optimal space usage.
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# ? Apr 20, 2017 05:25 |
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Mr. Powers posted:If I had to make a complete guess, I would imagine the shutdown function would be like a furnace not having ore, and the partially consumed fuel would sit there. Yep. The reactor throttles down to 0 then pauses.
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# ? Apr 20, 2017 09:13 |
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Can you flick the reactor on and off rapidly, or does it need to cool down before you can turn it back on?
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# ? Apr 20, 2017 10:26 |
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How do I stop getting owned by my trains?
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# ? Apr 20, 2017 20:28 |
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Build some automated crossings with circuit networks
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# ? Apr 20, 2017 20:34 |
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ultrabindu posted:How do I stop getting owned by my trains? This sounds sarcastic but isn't - I've made a habit of zooming the screen out as far as I can and looking both ways before crossing rails.
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# ? Apr 20, 2017 20:38 |
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Ignoranus posted:This sounds sarcastic but isn't - I've made a habit of zooming the screen out as far as I can and looking both ways before crossing rails. That is some poo poo I teach my three year old. But to be fair, it would be nice if a future update included elevated (or subterranean) rails for making safe crossing... ... for more belts
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# ? Apr 20, 2017 21:29 |
Full Transport Tycoon style railroads
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# ? Apr 20, 2017 21:32 |
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Ignoranus posted:This sounds sarcastic but isn't - I've made a habit of zooming the screen out as far as I can and looking both ways before crossing rails. https://youtu.be/Naix-f6KSIg Why don't they look?
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# ? Apr 20, 2017 21:45 |
ultrabindu posted:How do I stop getting owned by my trains? M_Gargantua posted:
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# ? Apr 20, 2017 21:48 |
ultrabindu posted:How do I stop getting owned by my trains? With enough shielding, you can survive.
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# ? Apr 20, 2017 22:19 |
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If you're getting killed by trains, you weren't wearing enough shields in the first place. I often deliberately step in front of speeding trains when I want to catch a ride
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# ? Apr 20, 2017 22:42 |
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This is coded exactly backwards. When entering the train area, the gates should shut behind the player and trap them next to the train.
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# ? Apr 20, 2017 23:51 |
Dirk the Average posted:This is coded exactly backwards. When entering the train area, the gates should shut behind the player and trap them next to the train. I save those for multiplayer games
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# ? Apr 20, 2017 23:54 |
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The correct way to ensure your trains are safe is to lay more hazard concrete.
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# ? Apr 21, 2017 03:59 |
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ShadowHawk posted:The correct way to ensure your trains are safe is to lay more hazard concrete. Oh, the trains are perfectly safe. It's the squishy bit that keeps getting in their way that's having trouble.
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# ? Apr 21, 2017 05:03 |
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Ignoranus posted:Oh, the trains are perfectly safe. It's the squishy bit that keeps getting in their way that's having trouble. http://www.theonion.com/video/autistic-reporter-train-thankfully-unharmed-in-cra-20098
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# ? Apr 21, 2017 05:09 |
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If there's a particular bit of track that goes through a regularly used bit of path, just wire up some logic gates so the gates are locked when a train is approaching, and the train is forced to stop if you're walking across the tracks. If you're getting killed by trains out in the middle of bumfuck nowhere, you really ought to check better.
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# ? Apr 21, 2017 05:10 |
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I've always wondered, what the hell is up with your avatar?
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# ? Apr 21, 2017 09:40 |
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ultrabindu posted:How do I stop getting owned by my trains? Honk! Mod
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# ? Apr 21, 2017 09:55 |
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vOv posted:I've always wondered, what the hell is up with your avatar? Ronald McDonald is reading Factorio tips on his iPad while daydreaming about a grotesquely sexualized Grimace cosplay, obviously.
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# ? Apr 21, 2017 10:03 |
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You will still get owned by trains with this mod, but it makes it much more hilarious.
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# ? Apr 21, 2017 12:58 |
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vOv posted:I've always wondered, what the hell is up with your avatar? They accidentally posted a link to a latex fetish site instead of something Factorio related.
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# ? Apr 21, 2017 13:06 |
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.15 out for playing/testing on Tuesday!. Great pics as well. By the way, I'm horrible at this game, never made it past green science but I still love it!!!
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# ? Apr 21, 2017 16:50 |
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I am so fuckin' stoked! Also having automated rocket launching and having it contribute to the infinite tech is brilliant, I can't wait to have my life destroyed by this dumb game again.
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# ? Apr 21, 2017 17:04 |
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Automated rockets are already a thing, but making it part of a research loop really is brilliant. Patch looks amazing.
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# ? Apr 21, 2017 17:12 |
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Also nuclear warheads are coming, which I guess was obvious since they had uranium planned, but I can't wait to nuke some drat biters off of my planet.
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# ? Apr 21, 2017 17:20 |
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RyokoTK posted:Also nuclear warheads are coming, which I guess was obvious since they had uranium planned, but I can't wait to nuke some drat biters off of my planet. this is my fav change, finally there's a better alternative to turret creep. vvv: user/av/post combo right there lmao Truga fucked around with this message at 17:31 on Apr 21, 2017 |
# ? Apr 21, 2017 17:22 |
Yesssss
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# ? Apr 21, 2017 17:23 |
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I'll just have to empty my bucket list in the weekend, on tuesday I'm never going outside again.
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# ? Apr 21, 2017 17:32 |
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Make sure you click through the imgur album they link, it's loving insane. Something not mentioned in the blog post: "The refineries at the bottom left are utilizing a new 0.15 recipe - coal liquefication to get more oil for the price of coal."
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# ? Apr 21, 2017 17:37 |
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GenericOverusedName posted:"The refineries at the bottom left are utilizing a new 0.15 recipe - coal liquefication to get more oil for the price of coal." That's awesome, a good endgame use for coal if you've switched off of steam engines.
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# ? Apr 21, 2017 17:38 |
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One of the devs made a mod for that already, not surprised that it wandered into the game proper. Also, that base is basically as inefficient with regards to performance as possible, and it's still running at 48 UPS. So people with utterly gigantic factories should see performance improvements, it looks like.
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# ? Apr 21, 2017 17:41 |
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Truga posted:this is my fav change, finally there's a better alternative to turret creep. Don't forget, there was a FFF from a few months back that went over some combat rebalancing coming along as well that gives a significant boost to the tools we have in 0.14. quote:So far, the changelog looks like this. There are many numbers that were tweaked and are not included in this list. Also, have you tried using Destroyer Capsules? I haven't played a single factory long enough to get to hives full of green biters, but I did play long enough to have them around and I could casually walk through a huge hive with a few MK2 shields and 50 drones (10 Capsules, each makes 5 drones) as if it wasn't there. Even knocking that down to a more reasonable, mid-game to early late-game 10-20 drones plus a flame thrower is more than enough for me to ignore the hassle of dragging power lines from hive to hive for laser turrets or filling bullet turrets with ammo, in addition to the hassle of managing the inventory requirements either one of those needs. Onean fucked around with this message at 18:16 on Apr 21, 2017 |
# ? Apr 21, 2017 18:12 |
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GenericOverusedName posted:Make sure you click through the imgur album they link, it's loving insane. That guy's factory is incredible, it literally looks like the title screen image. I can barely make sense of it
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# ? Apr 21, 2017 18:16 |
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Zerg creep seems like an effective way to stop turret creep. It also would be a good visual indicator as to where biters are, and could grow along paths they want to take towards you. Would be a pretty interesting thing to add to the game, and it seems like it should be doable as something that gets built onto the floor.
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# ? Apr 21, 2017 18:18 |
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Dirk the Average posted:Zerg creep seems like an effective way to stop turret creep. It also would be a good visual indicator as to where biters are, and could grow along paths they want to take towards you. Would be a pretty interesting thing to add to the game, and it seems like it should be doable as something that gets built onto the floor. They're almost certainly not going to do that. From the quote in my post above: quote:simply not allowing turrets to be build near biter bases (makes the player feel cheated); underground anti-turret worms (sugar-coated version of the previous idea)
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# ? Apr 21, 2017 18:19 |
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Onean posted:Don't forget, there was a FFF from a few months back that went over some combat rebalancing coming along as well that gives a significant boost to the tools we have in 0.14. Uh, yeah, I play with autofill, so the gun turrets just tear through nests. I bring 50 turrets and a lot of ammo and to the "place while walking towards nest" thing and it gets erased and the bots repair poo poo up and then I mark them for deconstruction and move to the next nest. Autofill really took the slog out of turret creep
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# ? Apr 21, 2017 18:22 |
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# ? Apr 28, 2024 11:24 |
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Dirk the Average posted:Zerg creep seems like an effective way to stop turret creep. It also would be a good visual indicator as to where biters are, and could grow along paths they want to take towards you. Would be a pretty interesting thing to add to the game, and it seems like it should be doable as something that gets built onto the floor. Would make for a cool mod. I am excited for space science. I was half-way through making a mod for that myself, so I'm glad the devs have the same idea! With this I might finally be inspired to keep working on a factory after the rocket launches.
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# ? Apr 21, 2017 18:25 |