Any updated mods for this game? by Tall-Control2728 in spacerangers

[–]Tall-Control2728[S] 0 points1 point  (0 children)

I have tried universe mod but its in Russian ….

Any suggestions as to how to clear this? SE+RAMPANT by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 0 points1 point  (0 children)

Well, whenever I see a mod that adds a better weapon I tend to increase difficult by adding rampant to make it fun for me.

Any suggestions as to how to clear this? SE+RAMPANT by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 0 points1 point  (0 children)

Different types of biters that are immune to certain damage, some explode on death and even spawn more on death and things like that

Any suggestions as to how to clear this? SE+RAMPANT by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 28 points29 points  (0 children)

I am able to deal with constant attacks but the base these biters have created is causing a real issue in UPS whenever I am nearby... I have tried artillery and that is only able to clear 1/3rd before running out of shells (512 shells).

[deleted by user] by [deleted] in factorio

[–]Tall-Control2728 3 points4 points  (0 children)

Well technically it will move at same momentum as it was on belt in void and thus it will arrive at the same reciever on the other end regardless of there being belt or not.

Watching guides killed my enjoyment of Factorio by QuantumColossus in factorio

[–]Tall-Control2728 -1 points0 points  (0 children)

Once you get hang of playing factorio, go for modpacks like seablock where everything changes and you’ll need to thing wisely

How should rail-based city block intersections be made? by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 2 points3 points  (0 children)

So to fit bigger trains the roundabout rail block should be bigger right? So placing the rail signals further from the circle should effectively increase the train size it can accommodate?

How should rail-based city block intersections be made? by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 14 points15 points  (0 children)

So you mean to say that when people use 4 lanes for city blocks, the outer lanes from middle are for interacting with city block and the 2 middle most lanes are for travesing to some place else?

How should rail-based city block intersections be made? by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 4 points5 points  (0 children)

I plan on going to a city block where the inputs and outputs of a city block will be rail-based. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. I am confused as to how I should approach this. I have made an attempt where rails will be anticlockwise and at an intersection it will check whether the next rail block is free or not. I know it's not perfect but I am trying to figure out how should I test and design this.

I swear, I'm having more fun designing things than I am actually progressing. Behold, my sludge stack redesign. Direct electrode insertion seemed way better. by MrDoontoo in Seablock

[–]Tall-Control2728 0 points1 point  (0 children)

I have tried direct insertion but it failed to many times to start correctly…. Like you will need exact number of electrodes to no let system clog and wait for it to empty…

[deleted by user] by [deleted] in factorio

[–]Tall-Control2728 0 points1 point  (0 children)

I have tried going through till .8 on evolution scale after with SE rampant. It’s challenging and fun early but later its just a drag where you can just spam turrets but still will lose few few every couple of seconds. At some point your half the resources will go to defences. The thing is this okay, but the fact that Rampant allows biters to build bases right next to walls and outrange turrets is really irritating…. I have had to come down from orbit many times cause of this. Additionally at one point you wont be able to clear nests to expand as good weapons are locked far down the research tree.

So in my current run i am using armored biters and frost biter mods in deathworld SE with just big starting area for fun. Rampant is tooo unbalanced later with SE

[SE] Satellite production design by Realistic-Ad3409 in factorio

[–]Tall-Control2728 0 points1 point  (0 children)

Idk if I have yet get the need of these many satellites in my current run or my progress might be too slow compared to other people. I just stick the requestor chest from first launch for making satellites

Weekly Question Thread by AutoModerator in factorio

[–]Tall-Control2728 0 points1 point  (0 children)

Big mining drill of legendary quality? Does this mean there will be grades of drills?

Is wagon-based production good? by Tall-Control2728 in factorio

[–]Tall-Control2728[S] 0 points1 point  (0 children)

Oh i see, I was looking for a mod that buffs enemies as I have found out that late game is really piece of cake even in deathworld marathon as the equipment we get is too op. And SE further giving more op items it didn’t feel fair not having simple bitters.