https://www.youtube.com/watch?v=TvBI4mgLSuk
For those that don't know, Kage has approximately 50k subs and is a pretty nice guy. He's raw at the moment, but he's going to bring some more attention to the game.
Search found 648 matches
- Tue Sep 01, 2015 1:39 pm
- Forum: Spread the Word
- Topic: Kage848 with an LP
- Replies: 7
- Views: 22193
- Tue Sep 01, 2015 1:37 pm
- Forum: Spread the Word
- Topic: The Scott Manley of factorio
- Replies: 10
- Views: 25927
Re: The Scott Manley of factorio
Bentham isn't the Scott Manley of Factorio, not even close. He's the Bentham of factorio... He's pretty damn unique. For some people this is a bad thing, some people its a good thing. Bentham, if anything, is not like anyone elseTuckJohn wrote:bentham
- Thu Aug 20, 2015 9:15 am
- Forum: General discussion
- Topic: train pathfinding
- Replies: 6
- Views: 11935
Re: train pathfinding
please disregard. I have learnt something new about train pathfinding today. Here's what I learnt. If there is a train that has "left" a station, but doesn't leave the block, the pathfinding will consider that station "open" and you can potentially clog a stacker system. EDIT: He...
- Thu Aug 20, 2015 9:07 am
- Forum: General discussion
- Topic: train pathfinding
- Replies: 6
- Views: 11935
train pathfinding
Is there anyway of turning that path recalculate value down to say 10 secs? Or even 5 secs? I think if this can be tweaked down from 30 secs, it might solve a problem I have. Trains are too dumb to realize that there are open stations nearby, so I'm using chain signals to try and browbeat them into ...
- Sun Aug 09, 2015 9:18 am
- Forum: Show your Creations
- Topic: Combinator Build Code Factory
- Replies: 9
- Views: 16502
Re: Combinator Build Code Factory
Much room for growing from this basis. We need to play with ways to effectively ramp up supplies on raw materials - it would become a major bottleneck very quickly. Same idea could hopefully be applied to intermediates as well, which will also become a bottleneck later. Had a thought that I'm gonna...
- Sun Aug 09, 2015 4:23 am
- Forum: Show your Creations
- Topic: Combinator Build Code Factory
- Replies: 9
- Views: 16502
Combinator Build Code Factory
Video Here Malkasphia released a factory design approximately a year ago. It was a factory based upon logic gates. I remember commenting at the time saying that it would be cool if you could just give a factory some orders and it would make whatever you requested with no further input. Alas, the to...
- Fri Aug 07, 2015 5:37 am
- Forum: Gameplay Help
- Topic: [YouTube] Negative Root's Factorio Tutorials
- Replies: 51
- Views: 67332
Re: [YouTube] Negative Root's Factorio Tutorials
Sorry, I've only just seen this now. To answer your question, to fix a mainbus, you need to "re prioritize" the heavy users and to try balance out the imbalance inherent in a main bus with splitters. That is, as you go down the line, you get 50% of the input every time and it dwindles to a...
- Thu Aug 06, 2015 11:43 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 381986
Re: Combinators 101
this is great! thank you for writing this up. I've been playing around with the RS latch... I'm yet to get it to work. The interface between the pulse generator and the latch are causing me issues XD I might try some of these abstract ones to try and understand the concept better. I think I understa...
- Thu Aug 06, 2015 11:39 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: Negative Root's Mod Pack
- Replies: 11
- Views: 33843
Negative Root's Mod Pack
People keep asking what I play with. Now you can play with the same! This collection are additions that I believe improve and compliment the stock game without introducing anything that is overpowered or unsuited within it. The goal is to enhance the stock game with this mod pack, not change it into...
- Sun Jul 26, 2015 9:12 am
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41942
Re: [MOD 0.12] Hazzard's Gravestone Mod
lol. I need this mod.
So do some other people I know
So do some other people I know
- Sat Jul 25, 2015 5:10 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Expanded Tools
- Replies: 10
- Views: 12456
Re: [request] Expanded Tools
awesome mate. really great stuff.
it feels about right. the step between each level is kinda small, but the top feels about the right power. Its certainly fast, but not ridiculously so. So very, very happy.
Hopefully someone will get keen and do up some sweet little sprites for it!
it feels about right. the step between each level is kinda small, but the top feels about the right power. Its certainly fast, but not ridiculously so. So very, very happy.
Hopefully someone will get keen and do up some sweet little sprites for it!
- Sat Jul 25, 2015 5:09 am
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Tools [1.0.3]
- Replies: 27
- Views: 35874
Re: Expanded Tools [1.0.1]
Great work Jpas, this is awesome.
I'll be checking multiplayer compatability. If it works, I'll start using it in my "break the game" series.
I'll be checking multiplayer compatability. If it works, I'll start using it in my "break the game" series.
- Thu Jul 23, 2015 9:09 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Expanded Tools
- Replies: 10
- Views: 12456
Re: [request] Expanded Tools
awesome! just one question, I don't seem to be able to craft them? Is there some option I need to enable?
- Sat Jul 18, 2015 1:31 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 139711
Re: Version 0.12.0
Awesome work you lot. From what I have seen, extremely impressive and awesome
- Mon Jul 06, 2015 3:28 am
- Forum: Videos
- Topic: [Youtube] Break the Game
- Replies: 12
- Views: 10774
Re: [Youtube] Break the Game
18. Resource Rations
19. Skynet
20. Advanced Oil Processing
21. Train Wrangling
The next few episodes. Ah, its getting to be "fun" this save.... Damn RSO is a challenge.
19. Skynet
20. Advanced Oil Processing
21. Train Wrangling
The next few episodes. Ah, its getting to be "fun" this save.... Damn RSO is a challenge.
- Thu Jul 02, 2015 4:05 am
- Forum: Videos
- Topic: [Youtube] Break the Game
- Replies: 12
- Views: 10774
Re: [Youtube] Break the Game
17. Oil Outpost 1
Time to get our first Oil Outpost up and running. We'll be using the rail tanker mod to cart the oil from the outpost back to the base proper.
Time to get our first Oil Outpost up and running. We'll be using the rail tanker mod to cart the oil from the outpost back to the base proper.
- Thu Jul 02, 2015 4:01 am
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46512
Re: One minute rocket defense
It is currently definitely a reference for every serious Factorio player. Just on this quickly - how the big train stations are built The train system is probably the weakest part of the entire design. Also the belt designs aren't the best for 0.11. I think that you're right, it is a reference for ...
- Wed Jul 01, 2015 12:30 am
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46512
Re: One minute rocket defense
So impressive. Well done Dave. Congrats on being the first to get this done!
- Wed Jul 01, 2015 12:23 am
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42476
Re: [YouTube] Factorio Fixit
139. Nidaros' Fort Factorio
140. Pinstar
141. Pinstar
142. Deamon Engineer
143. Saladin1980
Few more episodes from quite a range of factories!
140. Pinstar
141. Pinstar
142. Deamon Engineer
143. Saladin1980
Few more episodes from quite a range of factories!
- Wed Jul 01, 2015 12:21 am
- Forum: Videos
- Topic: [Youtube] Break the Game
- Replies: 12
- Views: 10774
Re: [Youtube] Break the Game
16. Automated Rail Laying
Oh yeah. The F.A.R.L. My new #1 favourite piece of rail laying equipment. Because the scale of the rail network is going to be so large, this is going to be extremely handy!
Oh yeah. The F.A.R.L. My new #1 favourite piece of rail laying equipment. Because the scale of the rail network is going to be so large, this is going to be extremely handy!