Sheesh, people sure like to complain. This sounds like a fun addition. For those that don't like it, it also appears 100% optional...
I do agree that the names do not fit Factorio but that's a very minor thing.
Search found 159 matches
- Fri Sep 22, 2023 6:26 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196389
- Fri Jun 18, 2021 7:03 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 74456
Re: Friday Facts #366 - The only way to go fast, is to go well!
I'm not a real programmer (I've dabbled a bit) but I always enjoy reading posts like this because it's clear the developers care about the quality of their work. Without this drive I don't think we'd be able to build megabases because performance would be crap. This has to be one of the only modern ...
- Mon Nov 06, 2017 10:04 pm
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 9335
Re: Reset a Combinator Clock
Ah, ok that makes sense, plus no belt delay.
- Mon Nov 06, 2017 7:43 pm
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 9335
Re: Reset a Combinator Clock
snip Thanks. I'll play around with this. As for your question. I tried to do a setup that timed the fuel insert to the used fuel output, but I couldn't get it to work how i wanted. I followed this design: https://wiki.factorio.com/Tutorial:Circuit-network_Cookbook#Optimal_usage_of_fuel_for_nuclear_...
- Mon Nov 06, 2017 1:36 pm
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 9335
Re: Reset a Combinator Clock
snip Thanks. I'll play around with this. As for your question. I tried to do a setup that timed the fuel insert to the used fuel output, but I couldn't get it to work how i wanted. I followed this design: https://wiki.factorio.com/Tutorial:Circuit-network_Cookbook#Optimal_usage_of_fuel_for_nuclear_...
- Mon Nov 06, 2017 1:29 am
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 9335
Reset a Combinator Clock
I'm doing what is probably a overly complex combinator setup for a Nuclear Reactor setup. Basically, like many others, I want it to only insert fuel if steam is under a certain number and to only insert one fuel cell. However, unlike other options I've seen for this, I also want them to insert a sec...
- Sun Aug 07, 2016 1:07 pm
- Forum: Duplicates
- Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
- Replies: 5
- Views: 3161
Re: [13.14] Merging from 0.12: Crash mining/destroying specific train
Sweet. Thanks for the link. The dev's command fixed the issue.Nexela wrote:Looks like its related to this viewtopic.php?f=47&t=28826
- Sun Aug 07, 2016 12:08 pm
- Forum: Duplicates
- Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
- Replies: 5
- Views: 3161
Re: [13.14] Merging from 0.12: Crash mining/destroying specific train
Here is the 12.x save https://www.dropbox.com/s/jxpz9hh3why3wnr/Test%203.743.zip?dl=0 Here is a 0.13 save https://www.dropbox.com/s/mh60575kbw7hu6v/Belt.zip?dl=0 I've also attached the location where is happened. And you are right, the issue seems to be some rails that are borked. Incase you need th...
- Sat Aug 06, 2016 7:24 pm
- Forum: Duplicates
- Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
- Replies: 5
- Views: 3161
[13.14] Merging from 0.12: Crash mining/destroying specific train
Trying to migrate my 12.x save to 13.x and was going reasonably well. But I found this random train and when I tried to remove it, I get a crash. 0.000 2016-08-06 14:18:42; Factorio 0.13.14 (build 23840, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "D:...
- Tue Aug 02, 2016 9:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128670
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
I don't see this mentioned... But when I click on the gui for the belt sorter it crashes. I'll get the specific error later today. I think the discussions on the mod portal has someone who has this issue as well.
- Mon Jul 25, 2016 6:34 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195321
Re: Smart, dynamic train deliveries with combinator Magick
Sounds awesome!
- Tue Jul 12, 2016 8:37 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24932
Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4
Heya, is this going to be updated for 0.13?
- Fri Jul 08, 2016 9:51 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195321
Re: Smart, dynamic train deliveries with combinator Magick
Siggboy, Does your v2 system work in 0.13 or did the logic/station changes break it? I haven't tried loading it up yet cuz I'm scared.
- Wed Jul 06, 2016 4:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128670
Re: [MOD 0.12.x] HardCrafting 0.3.15
Is the sorter back yet? I haven't tried 0.13 yet as I'm waiting for all the mods I use to be compatible.judos wrote:Wow nice, I like the animation a lot. Probably I will find the time tonight to integrate them and also fix the migration thing...
Looking forward to have them ingame
- Wed Jul 06, 2016 3:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128670
Re: [MOD 0.12.x] HardCrafting 0.3.15
Yo fellow humans, stuff: HardCrafting-preview.gif It might get some updates later but for now I think it is good enough. :) I attach a zip with the sprites and shifting info ... the crusher/pulverizer/big-ass-machine should all be the same size, but I didn't check. V These look amazing. The entranc...
- Tue Jun 28, 2016 9:01 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 21679
Re: Game FPS at End game
Slightly relevant. Are people seeing performance increases on large bases with 0.13? I didn't see anything specifically related to performance, but the Devs made so many changes that I'm wondering if performance was potentially increased.
- Tue Jun 28, 2016 6:11 pm
- Forum: Mods
- Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
- Replies: 26
- Views: 30991
Re: [MOD 0.13] Stone Water Well - fresh water anywhere
Ahh perfect. Carry on then.bSun0000 wrote:But you can This green stuff has only 90-percent fire resistanceNoriSilverrage wrote:Nice! Looks very good.
Only problem is I think there is some green stuff and if Factorio has taught me anything, it's that all green stuff needs to be burned with FIRE!
- Tue Jun 28, 2016 5:14 pm
- Forum: Mods
- Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
- Replies: 26
- Views: 30991
Re: [MOD 0.13] Stone Water Well - fresh water anywhere
Nice! Looks very good.
Only problem is I think there is some green stuff and if Factorio has taught me anything, it's that all green stuff needs to be burned with FIRE!
Only problem is I think there is some green stuff and if Factorio has taught me anything, it's that all green stuff needs to be burned with FIRE!
- Wed Jun 22, 2016 10:51 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154468
Re: [MOD 0.12.x] Modular Armor Revamp
I prefer the burner to the solar panel. I put 1-2 conduits in earlier armor. Later armor though I only put them in if I have extra space. My current Mk4 has no conduits as they don't provide enough power to charge the armor fast enough and alien fuel isn't too bad to make.
- Wed Jun 22, 2016 1:46 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154468
Re: [MOD 0.12.x] Modular Armor Revamp
I use the burner generator in early armor and usually 1-2 conduits for backup. Generally on early limited space armor I just cram in exos a couple burners and if I have space a single shield.
Once I get up to the mk2 I'll throw in a fusion generator and call it good.
Once I get up to the mk2 I'll throw in a fusion generator and call it good.