Search found 635 matches

by Serenity
Tue Feb 25, 2020 4:44 pm
Forum: Releases
Topic: Version 0.18.9
Replies: 19
Views: 4326

Re: Version 0.18.9

What about being able to update an existing blueprint so you can keep the name and icons?
by Serenity
Sat Feb 22, 2020 2:26 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1079
Views: 144207

Re: Simple Questions and Short Answers

brunzenstein wrote:
Sat Feb 22, 2020 2:22 pm
I’m looking for a way calling a waiting train from a stacker as soon as there is enough material at the loading, unload an then send him back to his waiting position.
Try the Train Supply Manager mod

https://mods.factorio.com/mod/train-pubsub
by Serenity
Sat Feb 22, 2020 1:54 pm
Forum: Gameplay Help
Topic: Logistics in Vanila game
Replies: 9
Views: 338

Re: Logistics in Vanila game

That's a really neat setup. Might be interesting to make a blueprint book for this to advance faster in new worlds. It's not really my design, but based on one by KatherineOfSky. She started with the belt and inserter section I think and then people on one of her servers just added more and stuff a...
by Serenity
Fri Feb 21, 2020 2:39 pm
Forum: Ideas and Suggestions
Topic: switch green/red wire position on substation
Replies: 17
Views: 401

Re: switch green/red wire position on substation

Literally unplayable :geek:
by Serenity
Fri Feb 21, 2020 10:56 am
Forum: Gameplay Help
Topic: Nuclear power/ Steam Turbine Power Issues
Replies: 7
Views: 179

Re: Nuclear power/ Steam Turbine Power Issues

That's a bitt different. The reactor's will always runs, yes. The turbines don't
by Serenity
Thu Feb 20, 2020 8:13 pm
Forum: Gameplay Help
Topic: Logistics in Vanila game
Replies: 9
Views: 338

Re: Logistics in Vanila game

After a bit of robot speed research they can be pretty useful for personal supply. And construction bots can use storage chests to build from too! You can build an automated "make everything factory" with only storage chests: 1.) Set up some constant combinators with the items and amounts you want L...
by Serenity
Thu Feb 20, 2020 12:15 pm
Forum: Gameplay Help
Topic: Nuclear power/ Steam Turbine Power Issues
Replies: 7
Views: 179

Re: Nuclear power/ Steam Turbine Power Issues

That's how all power in the game works. The regular coal powered steam plants aren't any different
by Serenity
Thu Feb 20, 2020 12:13 pm
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 548

Re: Battle is frustrating

I find the rocket launcher to be very useful these days. You need a lot of rockets initially (they improve greatly with research), but they outrange the spitters
by Serenity
Thu Feb 20, 2020 10:12 am
Forum: General discussion
Topic: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?
Replies: 7
Views: 421

Re: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?

Some Quality of Life mods I use: Bottleneck (see machines that work and are starved at a glance) Module Inserter (use robots to put modules into machines) Power Grid Comb (straight out crooked power cables in grids) Enhanced Map Colors (vanilla improved those lately, but this one also colors belts) ...
by Serenity
Sat Feb 15, 2020 12:07 pm
Forum: General discussion
Topic: Arsenal expansion? New turrets?
Replies: 2
Views: 206

Re: Arsenal expansion? New turrets?

No. The game is pretty much feature complete. It's all about polishing now and some UI stuff.

There are mods for most of the stuff you listed
by Serenity
Fri Feb 14, 2020 6:32 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 5457

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

The poison looks so much better. The original effect always seemed a bit out of place or too simple to me
by Serenity
Thu Feb 06, 2020 11:41 pm
Forum: Gameplay Help
Topic: Desert Seed
Replies: 6
Views: 5967

Re: Desert Seed

For power you can get solar panels with just red and green science. They need steel however. That reduces your pollution during daytime
And walls being so expensive I have next to none
You can use pipes as walls
by Serenity
Wed Feb 05, 2020 10:04 pm
Forum: Ideas and Suggestions
Topic: Steam needs availability to choose which mod version on the list.
Replies: 3
Views: 116

Re: Steam needs availability to choose which mod version on the list.

Only the major version needs to be compatible. The minor one doesn't matter. So 18.x
by Serenity
Wed Feb 05, 2020 2:10 pm
Forum: General discussion
Topic: Question: what settings are used to start game to make mega base?
Replies: 22
Views: 1316

Re: Question: what settings are used to start game to make mega base?

The thing with RSO is that you can adjust the distance exponent yourself. Whereas in vanilla there is distance scaling, but it's a hidden variable. It can some fiddling around and revealing a lot of maps to find out something that you really like
by Serenity
Tue Feb 04, 2020 12:35 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5556

Re: Friday Facts #332 - More sounds & Map color tweaks

Yeah, just having some sounds more quiet helps a lot. There is a mod that allows volume control per entity so you can easily see the result. Reducing belts and assembly machines to 30% for example seems to work pretty well https://mods.factorio.com/mod/VolumeControl The nuke is pretty horrible. You ...
by Serenity
Mon Feb 03, 2020 1:21 pm
Forum: General discussion
Topic: Question: what settings are used to start game to make mega base?
Replies: 22
Views: 1316

Re: Question: what settings are used to start game to make mega base?

Some people like to have all resources close to the start. Some find that boring. Since richness increases with distance you don't need to set everything to super high. You just need to get out far enough. Ultimately it depends on your personal preferences
by Serenity
Sun Feb 02, 2020 7:14 pm
Forum: Gameplay Help
Topic: A Problem about Filter Inserter with Nectwork
Replies: 4
Views: 236

Re: A Problem about Filter Inserter with Nectwork

Contrary to appearances the red and green wires and not entirely independent from each other. When both are connected to a machine their signals are added to each other within that machine It would help if you explained what you actually want to do. Otherwise you steer people into a direction that m...
by Serenity
Sun Feb 02, 2020 12:05 am
Forum: Balancing
Topic: Change Concrete Recipe to something more 'realistic'
Replies: 7
Views: 333

Re: Change Concrete Recipe to something more 'realistic'

I don't want that because of realism but because belting iron ore to the concrete assemblers is super annoying. There is a mod that changes it to iron sticks and it works pretty great.
by Serenity
Fri Jan 31, 2020 3:39 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 5556

Re: Friday Facts #332 - More sounds & Map color tweaks

It certainly takes time to get used to the different and often much louder sounds, but the high frequency sounds of some things like belts are really, really bad. Even with the fix to the belt sound it'S still annoying. It's not a good thing when the player wants to move somewhere more quiet As for ...
by Serenity
Tue Jan 28, 2020 9:40 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 8793

Re: Version 0.18.2

Mhh, those sounds will take some getting used to. Not bad, but a lot of high pitched stuff there

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