Much love <3kovarex wrote:It took me 2 years, but here we are, it is implemented for 0.13.5
Search found 178 matches
- Tue Oct 11, 2016 6:13 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 39666
Re: [All versions] [kovarex] Removing walls above resources
- Mon Feb 29, 2016 9:07 am
- Forum: News
- Topic: Friday Facts #127 - Steam Status III: Thank You
- Replies: 89
- Views: 48930
Re: Friday Facts #127 - Steam Status III: Thank You
Hey guys, congratulations on the Steam release! This is really a top notch game and you've done a great job. 

- Sun Jul 19, 2015 3:27 pm
- Forum: Balancing
- Topic: Comparison of end game costs (pre and post 0.12)
- Replies: 5
- Views: 12238
Comparison of end game costs (pre and post 0.12)
This post contains an analysis of the resource costs for the new end game compared to the old. I would personally recommend playing the game to the end before reading anything like this... There are some comments about strategy that you might like to have a chance to think of for yourself.
Pre-0 ...
Pre-0 ...
- Sun Jul 19, 2015 5:14 am
- Forum: Implemented Suggestions
- Topic: Be able to remove concrete
- Replies: 3
- Views: 17206
Re: Be able to remove concrete
Alternatively you can use the deconstruction blueprint and get the drones to do it.
- Sat Jul 18, 2015 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: Beacons stop working when modules are replaced.
- Replies: 6
- Views: 5666
[0.12.0] Beacon effects not applied in migrated savegames
When updating a save game from 0.11.20 to 0.12.0, the effects of exiting beacons are not applied.
Remove and replace the beacon and its effects are applied correctly.
Remove and replace the beacon and its effects are applied correctly.
- Fri Jul 17, 2015 8:57 am
- Forum: General discussion
- Topic: Status of 0.12
- Replies: 12
- Views: 11394
Re: Status of 0.12
Ah, I think you'll find the hype train actually travels at 260km/h. [citation]gacek wrote:Is it just to get us on hype train then detach it while on 200km/h?
- Mon Jun 29, 2015 10:40 am
- Forum: Ideas and Suggestions
- Topic: Wireless power transmission
- Replies: 11
- Views: 6336
Re: Wireless power transmission
What game-value will this suggestion bring, despite from "game is now a bit more realistic"?
Not much. It's a small suggestion that would not require a lot of development time.
It would make resource bases easier, removing the need to lay poles & wire.
Maybe it's not something the devs have ...
Not much. It's a small suggestion that would not require a lot of development time.
It would make resource bases easier, removing the need to lay poles & wire.
Maybe it's not something the devs have ...
- Mon Jun 29, 2015 5:24 am
- Forum: Ideas and Suggestions
- Topic: Wireless power transmission
- Replies: 11
- Views: 6336
Wireless power transmission
Did you ever think the power generating items for power armour were a bit strange? I mean, solar panels take up a huge area... and if you can build a portable fusion reactor, why not power your base with similar technology?
If we had wireless power transmission we could do away with the portable ...
If we had wireless power transmission we could do away with the portable ...
- Sun May 31, 2015 4:47 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 91783
Re: Friday Facts #88 - Combinators
>Rate, comment, or suggest better names for the combinators.
These are very abstract kind of machines so it is hard to imagine what game problems we might solve with combinators.
I like the idea of dispatching trains to resource bases when the resource base has a threshold of resources. But that ...
These are very abstract kind of machines so it is hard to imagine what game problems we might solve with combinators.
I like the idea of dispatching trains to resource bases when the resource base has a threshold of resources. But that ...
- Mon Apr 27, 2015 1:20 pm
- Forum: General discussion
- Topic: Game stops for autosave - thoughts?
- Replies: 33
- Views: 17150
Re: Game stops for autosave - thoughts?
I find the newer autosave to be a bit... jarring? I guess that's the best word for it. It's like a full screen popup. It takes my attention off what I was doing in the game. I appreciate the autosave, and it's nice and quick, but I want to stay focused on the game. The old way where it just paused ...
- Sun Apr 12, 2015 6:09 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208415
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Ok, this thread is pretty confusing so let me post an update for anybody wondering what's going on here.
Dark, the original creator of this mod was last seen on this forum 17 Sep 2014, according to the profile.
AnodeCathode stepped up and maintained an unofficial version of RSO which is now ...
Dark, the original creator of this mod was last seen on this forum 17 Sep 2014, according to the profile.
AnodeCathode stepped up and maintained an unofficial version of RSO which is now ...
- Sun Apr 05, 2015 1:40 am
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 142861
Re: [0.11.13] RoadWorks 2.0.0
@Rahjital
I haven't used this mod since 0.10x and it's looking much better now. FYI it's currently necessary to rename the mod's folder to 'RoadWorks_2.0.0' and then it seems to work. (mismatch between info.json and the base folder name in the archive).
FWIW I'm more interested in changing ground ...
I haven't used this mod since 0.10x and it's looking much better now. FYI it's currently necessary to rename the mod's folder to 'RoadWorks_2.0.0' and then it seems to work. (mismatch between info.json and the base folder name in the archive).
FWIW I'm more interested in changing ground ...
- Sun Apr 05, 2015 1:28 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208415
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Great mod! I have two questions...
1. I'm having a bit of trouble using this mod with Roadworks. Small patches of limestone are appearing far too frequently. It's as if limestone is not being managed by RSO.
I used default settings for both mods before trying different settings in RSO (override ...
1. I'm having a bit of trouble using this mod with Roadworks. Small patches of limestone are appearing far too frequently. It's as if limestone is not being managed by RSO.
I used default settings for both mods before trying different settings in RSO (override ...
- Sun Mar 29, 2015 12:32 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Solar Power Excel sheet
- Replies: 8
- Views: 45643
Re: Solar Power Excel sheet
For each megawatt of power you need, build 23.8 solar panels and 20 accumulators.
If you're curious on the math, view the thread where we worked it out.
If you're curious on the math, view the thread where we worked it out.
- Thu Mar 26, 2015 7:14 am
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 44067
Re: FREQUENTLY SUGGESTED IDEAS
ssilk has done at least half the work in the original post at this point. Just wanted to say thanks!
I think the thread is doing what we wanted at the time we created it - it's stopping the same thing being suggested once per week. Remember when we created it, we would see 2 or 3 suggestions for ...
I think the thread is doing what we wanted at the time we created it - it's stopping the same thing being suggested once per week. Remember when we created it, we would see 2 or 3 suggestions for ...
- Wed Mar 25, 2015 12:42 pm
- Forum: Implemented in 2.0
- Topic: Factorio Fluid System Changes
- Replies: 19
- Views: 12934
Re: Factorio Fluid System Changes
Upon a discussion on #factorio about the realism of the fluid system in factorio, I’d like to propose the following changes.
Realism can be an inspiration for gameplay, but is subordinate to gameplay and performance (simulation processing cost).
The current abstraction of the fluid system as ...
Realism can be an inspiration for gameplay, but is subordinate to gameplay and performance (simulation processing cost).
The current abstraction of the fluid system as ...
- Wed Mar 25, 2015 10:50 am
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 18437
Re: Player position affects biter attacks
Your first question is an interesting one. Results for the left outpost not being as extreme as the results for the right outpost is due, I believe, to a slight asymmetry in the map. While both outposts are equally far from the biter bases (40 tiles from the nearest spawned to the outer walls) the ...
- Wed Mar 25, 2015 6:21 am
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 18437
Re: Player position affects biter attacks
Overkill much? haha. Ok, I'll admit this is interesting and no, I didn't know about this bias. I can't say knowing this will impact my play style either way. Having said that, yes, I read your post :) and only a couple of questions jump out at me:
In the Full Results graph, why are the L results ...
In the Full Results graph, why are the L results ...
- Thu Mar 19, 2015 6:32 am
- Forum: General discussion
- Topic: How bright is this planet anyway?
- Replies: 37
- Views: 25350
Re: How bright is this planet anyway?
...and you still need a baseline power system.
... says conventional wisdom. Challenge the status quo, man. We can do better! Part of the problem here is that we arrive at this need for a baseload power system if we start by assuming a) we will need a ubiquitous power grid and b) power companies ...
... says conventional wisdom. Challenge the status quo, man. We can do better! Part of the problem here is that we arrive at this need for a baseload power system if we start by assuming a) we will need a ubiquitous power grid and b) power companies ...
- Thu Mar 19, 2015 2:53 am
- Forum: General discussion
- Topic: How bright is this planet anyway?
- Replies: 37
- Views: 25350
Re: How bright is this planet anyway?
Well there you have it. Every tile is 1 meter squared.
So transport belts are a meter, and the splitters are a ridiculously wide piece of machinery? Why not? :D
I'm waiting to see how far down the rabbit hole this thread goes... If a 2m x 1m piece of machinery requires 16 iron to build, how much ...
So transport belts are a meter, and the splitters are a ridiculously wide piece of machinery? Why not? :D
I'm waiting to see how far down the rabbit hole this thread goes... If a 2m x 1m piece of machinery requires 16 iron to build, how much ...