Search found 10 matches
- Wed Feb 28, 2018 6:10 pm
- Forum: Bob's mods
- Topic: [0.18.x] Coppermine's Bob's module rebalancing
- Replies: 7
- Views: 6437
Re: [0.16.x] Coppermine's Bob's module rebalancing
Thanks, I was looking for something just like this!
- Sat Jan 20, 2018 5:52 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 48950
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 

- Fri May 19, 2017 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Dirty mining features ideas
- Replies: 9
- Views: 6179
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.
- Sat May 13, 2017 12:23 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1128771
Re: Factorio Roadmap for 0.15 + 0.16
nooooo, i was looking forward to this so muchdaniel34 wrote:Like it says in the text: We decided to not do this, the mining productivity research seems to be solving the problem.Nexarius wrote:Why is dirty mining grayed out like everything in the past?
- Sat Jan 14, 2017 3:04 am
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 97791
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?
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?
- Sat Mar 05, 2016 3:44 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 249600
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.
- Fri Jul 24, 2015 4:21 pm
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 41939
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
- Wed Aug 13, 2014 10:01 am
- Forum: Implemented mod requests
- Topic: Generator without water
- Replies: 6
- Views: 7829
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.
- Wed Jun 04, 2014 8:49 am
- Forum: General discussion
- Topic: Production Calculator?
- Replies: 8
- Views: 5888
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 ...
For Example if you have played the game called Prison Architect ...
- Thu May 29, 2014 4:52 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 45142
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.