Search found 31 matches
- Sun Oct 18, 2020 12:37 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 177562
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Actually, turns out I accidentally had it set to the matrix solver .
- Fri Oct 16, 2020 7:51 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 177562
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
my search-fu has failed to find the answer to this question: What determines when you can and cannot set the production % of a recipe in a production block? I'm playing with Bob's and Angles, so there are lots of times when I want to adjust the percentages (since I'm using more than one method of ,m...
- Mon May 27, 2019 3:40 am
- Forum: General discussion
- Topic: No dynamic train refueling yet?
- Replies: 12
- Views: 5130
Re: No dynamic train refueling yet?
There are mods that do that, but I must have missed that FFF. I also prefer decentralized train-based factories. Ways I've handled this in Vanilla: run yellow belts parallel to the tracks, topping off fuel at each station have a coal train (or several) that drops off coal at each station to top off ...
- Sun May 26, 2019 4:54 pm
- Forum: Gameplay Help
- Topic: Handling 7 Science Paks
- Replies: 36
- Views: 17736
Re: Handling 7 Science Paks
I create a double-loop of two belts, put labs around this, and another two loops around the outside. Each side of each lab has one regular and one long inserter feeding into it; I put each type of science pack on one lane of one of the belt loops. (Don't have a screen shot handy, will try to add one...
- Sun May 26, 2019 4:33 pm
- Forum: General discussion
- Topic: Worth it or not?
- Replies: 13
- Views: 7480
Re: Worth it or not?
The fact that you're asking about it here indicates that you want to be talked into buying it :). Like others have said, the campaign & its missions are just a tutorial mode. There IS a goal in the sandbox version -- to launch a rocket. But that's an end-game goal, and you can get there however ...
- Mon Feb 11, 2019 3:17 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 44967
Re: Lategame mining options are lacking
Sounds like I should make an RPG game that focuses on you, the engineer, who just wants to design perfect little things and is constantly interrupted by NPC bosses giving you tasks and whatnot. Maybe the first token quest can be "Sign the Birthday Card and Pass to Next Person" ;) Oh no! T...
- Fri Jan 25, 2019 3:43 am
- Forum: General discussion
- Topic: Challenge - Win the game without moving...
- Replies: 10
- Views: 5193
Re: Challenge - Win the game without moving...
there is a mod that does it, you dont even appear as player that can move around and you cant pickup and place machines. It looks like you are in god mode and by using WASD you only move the camera as you would in map view. So you dont need an island spawn You get some bots and roboports from start...
- Thu Jan 10, 2019 5:12 am
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 51916
Re: How many main bus lines do you generally use?
I've never been a fan of the central bus. Instead, I have a decentralized system where separate modular areas have inputs/outputs delivered/retrieved by train.
- Fri Jan 04, 2019 6:20 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 41054
Re: The Problem With Pickaxes - Digging Out Factorio's Core
I find MDA to be much more useful than Bartle's. Factorio is a hybrid puzzle/power fantasy game. The puzzle lies in the math, limitations of various things like AM ingredient limits, and the reward for creating and solving puzzles of your own within the tools and limitations supplied by the game (li...
- Sat Jul 30, 2016 3:51 pm
- Forum: General discussion
- Topic: Whats the stance on griefing ?
- Replies: 67
- Views: 25379
Re: Whats the stance on griefing ?
Evidence? you mean theory, because evidence would imply you actually had A thing or things helpful in forming a conclusion or judgment, There's no proof, certainly. But this is the subjective impression that you've been making on more than one person. If it's false, you might want to look at why yo...
- Sat Jul 30, 2016 3:40 pm
- Forum: General discussion
- Topic: What happened?
- Replies: 13
- Views: 5476
Re: What happened?
Sounds appropriate considering the world was also supposed to end today. What, again? In my lifetime the world has been predicted to end about twice every year. Seriously! I missed this end of the world. How and why did it end this time? (My favorite end-of-the-world was Dec 21, 2012, because that ...
- Sat Jul 30, 2016 12:16 am
- Forum: Multiplayer
- Topic: [.13.9 server][No User Verification][Hidden][24/7]
- Replies: 11
- Views: 4896
Re: [.13.9 server][No User Verification][Hidden][24/7]
I'd like to give multiplayer a try .
- Fri Jul 15, 2016 7:42 pm
- Forum: Mod portal Discussion
- Topic: BUG: Clicking on screenshot thumbnail doesn't expand them
- Replies: 7
- Views: 3057
Re: BUG: Clicking on screenshot thumbnail doesn't expand them
Another part of the problem is, that I was tasked with the mod portal despite not being a web developer and I really don't want to deal with all this stuff unless I absolutely have to - like fixing critical bugs. If we don't find someone else to do it, I will probably eventually get to it. This exp...
- Fri Jul 15, 2016 5:21 pm
- Forum: Mod portal Discussion
- Topic: [0.13] Allow mods to be tagged with 3 tags
- Replies: 10
- Views: 4961
Re: [0.13] Allow mods to be tagged with 3 tags
If only one is going to be allowed, it should be called "folder" or "classification" or "category". The term "tag" inherently implies that multiple are allowed.
- Wed Jul 06, 2016 10:39 am
- Forum: General discussion
- Topic: Careful of MODS!
- Replies: 4
- Views: 2522
Re: Careful of MODS!
I thought most mods needed to be on both the server and the client to work right in MP? Which would mean that no matter how well a mod works in multiplayer generally, it will still break the game when you're trying to use it on a server that doesn't have it? Otherwise, people on the same server woul...
- Mon Jul 04, 2016 4:34 pm
- Forum: General discussion
- Topic: Missing item in 0.13 changelog
- Replies: 10
- Views: 5176
Re: Missing item in 0.13 changelog
I asked this specific question and got a specific answer. Conveniently it all starts at the top of the page (with default post numbers) https://forums.factorio.com/viewtopic.php?f=23&t=27249&start=10#p173418 Thanks! Since reading this, I also saw a Reddit post claiming that they will break ...
- Mon Jul 04, 2016 3:03 am
- Forum: General discussion
- Topic: Missing item in 0.13 changelog
- Replies: 10
- Views: 5176
Re: Missing item in 0.13 changelog
Do we know if they still need to be able to path to an area to migrate there-- i.e. will a wall prevent migration across it (at least, unless they are provoked by pollution or the player to attack it)?
- Sun Jul 03, 2016 2:06 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588028
Re: Simple Questions and Short Answers
very helpful, thanks!
- Sat Jul 02, 2016 4:28 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588028
Re: Simple Questions and Short Answers
How do you place rails in .13? I notice "Straight Rail" and "Curved Rail" have been replaced by "Rail", but I can only ever get it to create completely straight lengths of track. (Thus, no turns, and no splits, since a horizontal rail doesn't connect directly to a diago...
- Wed Jun 22, 2016 7:29 pm
- Forum: Gameplay Help
- Topic: suggestion/help for labor automation
- Replies: 9
- Views: 4103
Re: suggestion/help for labor automation
Which tech are you researching? And how far along is the green bar indicating progress?