Search found 10 matches

by scrangos
Wed Feb 28, 2018 6:10 pm
Forum: Bob's mods
Topic: [0.18.x] Coppermine's Bob's module rebalancing
Replies: 7
Views: 6068

Re: [0.16.x] Coppermine's Bob's module rebalancing

Thanks, I was looking for something just like this!
by scrangos
Sat Jan 20, 2018 5:52 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 45757

Re: Friday Facts #226 - New mod portal & other news

Hopefully the splitter thing still happens...if not officially at least like the loaders in a way we can switch on with a mod :P
by scrangos
Fri May 19, 2017 6:35 pm
Forum: Ideas and Suggestions
Topic: Dirty mining features ideas
Replies: 9
Views: 5737

Re: Dirty mining features ideas

Yes I also agree with this! I also came to the realization that productivity research, while it does give more ores per base, still depletes bases at the same rate, so while you could in theory make a slightly bigger factory, you will still spend as much time replacing depleted mines.
by scrangos
Sat May 13, 2017 12:23 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1049725

Re: Factorio Roadmap for 0.15 + 0.16

daniel34 wrote:
Nexarius wrote:Why is dirty mining grayed out like everything in the past?
Like it says in the text: We decided to not do this, the mining productivity research seems to be solving the problem.
nooooo, i was looking forward to this so much
by scrangos
Sat Jan 14, 2017 3:04 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89754

Re: Friday Facts #173 - Nuclear stuff is almost done

Sad to see the complexity go down, I was looking forward to it...


Does that productivity research have the same ROI for every level? Or is it like 2% more expensive off base every level to account for the increased ore or something?
by scrangos
Sat Mar 05, 2016 3:44 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 227571

Re: Friday Facts #128 - Back down to earth

This needs a bigger downside. Perfectly compressed balanced belts with just a 2x1? Even super expensive power and material wise itd be crazy good. Needs to be clunkier somehow where you need multiples or its bigger, or has some effect that makes it less flexible.
by scrangos
Fri Jul 24, 2015 4:21 pm
Forum: News
Topic: Friday Facts #96 - The fixing phase
Replies: 51
Views: 40019

Re: Friday Facts #96 - The fixing phase

I rarely post, but that image was beautiful. The image was done with the 3d models used to make the 2d images for the game? Very impressive =o
by scrangos
Wed Aug 13, 2014 10:01 am
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 7387

Re: Generator without water

Arent fusion reactors a type of boiler per se? You use the reaction heat to warm up water for a steam engine to generate electricity with.
by scrangos
Wed Jun 04, 2014 8:49 am
Forum: General discussion
Topic: Production Calculator?
Replies: 8
Views: 5466

Re: Production Calculator?

You know you might be right. But One thing is really needed in game though. Planning! There should be some way to plan factory setup before we actually build it. It just simulates the setup and what will be pro or cons in the setup. For Example if you have played the game called Prison Architect. y...
by scrangos
Thu May 29, 2014 4:52 pm
Forum: Mods
Topic: [0.9.x] Belt Lane Splitters (1.2)
Replies: 46
Views: 43219

Re: [0.9.x] Belt Lane Splitters (1.2)

Would it be possible to add new versions of your splitters for the new DyTech belt speeds? They have two higher ones than the base game ones.

Go to advanced search