its a campaign modeBritish_Petroleum wrote:hahahaha why so many stone walls???
Search found 28 matches
- Tue Jun 14, 2016 4:59 am
- Forum: Show your Creations
- Topic: my tight spot optimize level1~4 hardcore
- Replies: 5
- Views: 5013
Re: my tight spot optimize
- Thu Jun 09, 2016 12:50 pm
- Forum: Modding discussion
- Topic: Best mods to make game harder?
- Replies: 18
- Views: 10086
Re: Best mods to make game harder?
check out the mod misanthrope. basically makes biters target your power lines and rail etc. Personally i dont like the rail attacking part and there is a mod called friendly rail ( or something along the lines of this) which makes the biters not attack rail lines or signals.
this pretty much makes ...
this pretty much makes ...
- Wed Jun 01, 2016 3:09 pm
- Forum: Releases
- Topic: Version 0.12.34
- Replies: 36
- Views: 31401
Re: Version 0.12.34
i found mine under beta
- Wed Jun 01, 2016 4:18 am
- Forum: Energy Production
- Topic: Yet another "Steam engine backup" solution (simple&low tech)
- Replies: 31
- Views: 52793
Re: Yet another "Steam engine backup" solution (simple&low tech)
i do something very similar.
i use a set up where i have a longer belt track for the coal meaning the boiler gets more than one fuel (incase of inserter needing fuel) then i have a inserter removing excess fuel so that there is only fuel in the boiler that its actually using. it costs extra space ...
i use a set up where i have a longer belt track for the coal meaning the boiler gets more than one fuel (incase of inserter needing fuel) then i have a inserter removing excess fuel so that there is only fuel in the boiler that its actually using. it costs extra space ...
- Sat May 28, 2016 1:55 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 74352
Re: Friday Facts #140 - Soon
I love the new circuit changes coming I'm so excited.
all aboard the 0.13 Hype train (which is also getting reworked). Toot toot.
all aboard the 0.13 Hype train (which is also getting reworked). Toot toot.

- Sun May 22, 2016 4:43 am
- Forum: Balancing
- Topic: Cars and trains
- Replies: 10
- Views: 6055
Re: Cars and trains
lets take a look at this from a different approach.
if the car had a million storage spaces would you use it over a train with 10 spaces per wagon?
the answer is no because with the car you still need to manually drive it. i mean you could use belt tricks to load and unload automatically and have ...
if the car had a million storage spaces would you use it over a train with 10 spaces per wagon?
the answer is no because with the car you still need to manually drive it. i mean you could use belt tricks to load and unload automatically and have ...
- Mon May 16, 2016 1:35 pm
- Forum: Balancing
- Topic: Should killing a nest increase global evolution?
- Replies: 14
- Views: 8168
Re: Should killing a nest increase global evolution?
the main reason why no one gives a shit about pollution is that all you have to do is protect pollution generating items. if biters were agressive to most player made objects, people would look at pollution differently. Although conversely it would create too many inconveniences that most players do ...
- Wed May 11, 2016 12:01 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 241097
Re: Solar panels less of a no-brainer
solar
Pro
-Free power Generation.
-No pollution
-Plop and forget
Cons
-No power During the night (offset with accumulators)
Steam power
Pro
- High power generation density.
Con
- Needs Constant Fuel supply eg coal etc
- Needs infrastructure in order to deliver fuel.
- Pollution generation with ...
Pro
-Free power Generation.
-No pollution
-Plop and forget
Cons
-No power During the night (offset with accumulators)
Steam power
Pro
- High power generation density.
Con
- Needs Constant Fuel supply eg coal etc
- Needs infrastructure in order to deliver fuel.
- Pollution generation with ...
- Wed May 11, 2016 11:24 am
- Forum: Balancing
- Topic: Should killing a nest increase global evolution?
- Replies: 14
- Views: 8168
Re: Should killing a nest increase global evolution?
I think it's important that nest killing increase evolution - perhaps the effect could be slightly reduced on higher enemies settings - more along the lines of the amount of area you've cleared, than the number of spawners you've killed.
but that takes away from playing with more biters.
the ...
but that takes away from playing with more biters.
the ...
- Wed May 11, 2016 11:08 am
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 15915
Re: Gun turrets working without eletricity
heck even if it was a requirement just for them to be connected to the power system and had no drain would be good enough for me.It's not outlandish to demand electricity of a defense turret, even if it's a token amount.
- Sat Apr 30, 2016 2:18 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26841
Re: Overpowered strategies
Could achieve this in a slightly different manner as well. Instead of a separate laser accumulator entity, that every laser turret needs, make it optional. Adjust the laser turrets to only charge from the grid slowly, like enough energy for a single shot every 5 seconds. Give the turret enough ...
- Fri Apr 29, 2016 8:46 am
- Forum: Implemented Suggestions
- Topic: Launch Rocket and Explore Space...
- Replies: 6
- Views: 6173
Re: Launch Rocket and Explore Space...
the only issue with something like this is you get to the point where you think, where does this game end? on top of that there needs to be a benefit to reaching other planets.
I mean if you go to another planet and start again how is that different to just restarting your game when you are ...
I mean if you go to another planet and start again how is that different to just restarting your game when you are ...
- Fri Apr 29, 2016 6:38 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26841
Re: Overpowered strategies
with accumulators i find what makes them OP is the reason why they put into the game. that is to help with spike power from the laser turrets. I Believe that if accumulators would act as capacitors where they can take almost 100% input in and discharge large amounts of power but applying a aoe reach ...
- Fri Apr 29, 2016 4:40 am
- Forum: News
- Topic: Friday Facts #135 - Getting Organized
- Replies: 60
- Views: 38856
Re: Friday Facts #135 - Getting Organized
really love the flamer turret. the fact that you have each of the defense towers use different logistics is a nice touch.
- Fri Mar 25, 2016 6:50 am
- Forum: Ideas and Requests For Mods
- Topic: Suggestion for a Power Overhaul Mod - Interest?
- Replies: 4
- Views: 6487
Re: Suggestion for a Power Overhaul Mod - Interest?
the only way you might be able to get it to work would be using the power poles as a new conveyor system. basically power plants produce "electric" items. the items are based of voltage. i guess you can have each power pole act like a fueled building and consume electric items at a certain rate ...
- Fri Mar 25, 2016 1:51 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 185204
Re: RTS direction
I vote for this direction! I don't see any fun running around the buildings. I'm buidling a system here. Like in TTD.
Also it would be really cool to have ability to automate military units. Like in Screeps but in a more casual fashion.
you can currently play in sandbox mode and you do not have ...
Also it would be really cool to have ability to automate military units. Like in Screeps but in a more casual fashion.
you can currently play in sandbox mode and you do not have ...
- Mon Mar 14, 2016 11:21 am
- Forum: Ideas and Requests For Mods
- Topic: Realistic electricity
- Replies: 2
- Views: 1969
Re: Realistic electricity
this mod can still be done by mimicking the actual real power distribution network. having different voltages and using substations as the steppers. although in the real distribution networks power poles regularly carry different voltage types and each street/area has a transformer to step down to ...
- Mon Mar 14, 2016 3:33 am
- Forum: Ideas and Suggestions
- Topic: fullscreen windowed
- Replies: 3
- Views: 2708
Re: fullscreen windowed
if you want full-screen windowed right now. you can achieve it using auto hotkey
~f1::
ifwinactive Factorio
{
WinSet, Style, -0xC00000,a ; remove the titlebar and border(s)
WinMove, a, , 0, 0, 1920, 1080 ; move the window to 0,0
}
return
when you press f1 the current active window will go ...
~f1::
ifwinactive Factorio
{
WinSet, Style, -0xC00000,a ; remove the titlebar and border(s)
WinMove, a, , 0, 0, 1920, 1080 ; move the window to 0,0
}
return
when you press f1 the current active window will go ...
- Mon Mar 14, 2016 3:01 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 185204
Re: RTS direction
well up until late game how do most players get rid of biter nests? turret creep is the most widely used tactic to clear large biter nests.
so the rts element would remove boring micro in order to clear nests in the mid game. in the late game they can also be used to supplement the player to clear ...
so the rts element would remove boring micro in order to clear nests in the mid game. in the late game they can also be used to supplement the player to clear ...
- Mon Mar 14, 2016 2:50 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 261271
Re: Electric energy
I feel like what's needed most is another source of infinite energy, but one that pollutes, so you're choosing between green power or cheap power.
There's oil, but you need that for so much other stuff, and it still uses boilers+steam engines, which are better than solar panels but still not very ...
There's oil, but you need that for so much other stuff, and it still uses boilers+steam engines, which are better than solar panels but still not very ...