Search found 83 matches

by Alien_Squasher
Wed Jan 23, 2019 5:08 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 43968

Re: Underground rails

I agree. However, I see the following problem: Since the train can run out of fuel at any moment and therefore can get stuck inside a tunnel, the player must have some way of going into the tunnel to rescue the stuck train. This would require an underground view to be implemented. I imagine that th...
by Alien_Squasher
Wed Jan 23, 2019 5:06 pm
Forum: Ideas and Suggestions
Topic: 0.xx/Beta/1.x suggestions
Replies: 3
Views: 1599

Re: 0.xx/Beta/1.x suggestions

I appreciate the input!

If there's one feature I would recommend for your mods it'd be manual power prioritization. Granted your mods are just about perfect as is lol.
by Alien_Squasher
Thu Jan 10, 2019 9:34 pm
Forum: Ideas and Suggestions
Topic: 0.xx/Beta/1.x suggestions
Replies: 3
Views: 1599

0.xx/Beta/1.x suggestions

So this is kind of a big list of stuff I would like to see implemented as the game progresses towards 1.0, some of these are already implemented as this list is kind of old 0.14 era (These have a • next to them) I have a good working experience with the game (over 800 hours and a megabase in progres...
by Alien_Squasher
Wed Dec 12, 2018 3:49 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10k SPM "Antfarm" (ft. Griswold) with Bob's Mods
Replies: 3
Views: 5887

Re: 10k SPM "Antfarm" (ft. Griswold) with Bob's Mods

I........... WTF............. This is insane....... 60 spm with bobs is like god mode....... This is ultra over-9000-feral-UPS-killing-beast mode. :shock:
by Alien_Squasher
Wed Dec 12, 2018 12:53 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: My semi-megabase (Right about at two chunks or so)
Replies: 0
Views: 2410

My semi-megabase (Right about at two chunks or so)

So I've been working on this for a while, (160ish hours) getting ready to launch the first rocket. Granted I've been focusing on expandability as much as possible and I am new to the megabase shtick so. I'm also in the process of stockpiling roboports, solar panels, accumulators, and bots to turn ba...
by Alien_Squasher
Mon Nov 26, 2018 1:10 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6601

Re: Megabase in progress

hi keep up the good work :) im not sure about blueprints but there are some aai mods that could help including vehicles with cool graphics that you can program, and they can mine where you tell them, and haul ore around etc. once you do that, try the same thing, but with biters and no ai then try w...
by Alien_Squasher
Mon Nov 26, 2018 1:05 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6601

Re: Megabase in progress

Greybeard_LXI wrote:
Sun Nov 25, 2018 4:57 pm
Try https://mods.factorio.com/mod/recursive-blueprints to automate blueprint use.
Thank you so much lol, was looking for this
by Alien_Squasher
Sun Nov 25, 2018 5:57 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6601

Re: Megabase in progress

I also intend to eventually work on a combinator "Brain" that automatically blueprints mining outposts, rails, etc, and expands the main bus using certain blueprints and proportions so that it just keeps fleshing out science production as well as everything else (bot production, train prod...
by Alien_Squasher
Sun Nov 25, 2018 5:54 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6601

Megabase in progress

So I have about 40h in. 100h cumulatively from idleing since there are no enemies. I produce over 200k Iron Plates an hour, working on production/high-tech science packs, 2/s for everything from red to high tech. This should be fast enough to unlock all non infinite techs, then I mass produce bots (...
by Alien_Squasher
Sun Nov 25, 2018 5:46 am
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 4792

Re: Red belt throughput

LOL. I can't believe I didn't look at the assembler's crafting speed of 0.5.... Honestly, I never even thought about that.
by Alien_Squasher
Fri Nov 23, 2018 12:16 am
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 4792

Red belt throughput

So I found something interesting out. So I set up 10 Green circuit assembly machine 1s using the perfect ratio of copper wire to GC of 3:2. Since GC take 0.5 second to make 10×2=20/s. Mathematically this should fill 4/5 of a red belt as it has a throughput of 26.67 items/s, but it only fills 4/5 of ...
by Alien_Squasher
Tue Aug 21, 2018 3:36 pm
Forum: Ideas and Suggestions
Topic: Alternative to wooden power poles
Replies: 1
Views: 1171

Alternative to wooden power poles

So here's where I get this from: So I'm playing a new game, I spawn in a desert, pull up map, look, No trees. Turns out I had to walk all the way to a forest probably a good 4k tiles away just to make power poles, and this really cramped my expansion for a long time. So I'd like to suggest a more re...
by Alien_Squasher
Sat Apr 28, 2018 7:50 pm
Forum: Ideas and Suggestions
Topic: Storms, haze and Visible Pollution
Replies: 11
Views: 4227

Re: Visual Pollution Suggestion

What if water in highly polluted areas turns green, that would look cool and would be a big sign there’s too much pollution (even though in factorio too much pollution isn’t a thing ;) ) Rather, to make it more realistic, reddish brown if the devs decide to add visual pollution on land, let alone w...
by Alien_Squasher
Thu Apr 26, 2018 11:38 pm
Forum: Ideas and Suggestions
Topic: Storms, haze and Visible Pollution
Replies: 11
Views: 4227

Re: Visual Pollution Suggestion

Jap2.0 wrote:The trees do die after a certain amount of pollution.
But then again no one has trees inside their factory.
Lol.........
by Alien_Squasher
Thu Apr 26, 2018 3:50 pm
Forum: Ideas and Suggestions
Topic: Storms, haze and Visible Pollution
Replies: 11
Views: 4227

Visual Pollution Suggestion

So just for amping up the beauty of this game even further, I'd like to suggest visible pollution, Something that doesn't hinder visibility or actually cause the player harm but just lets you know "Yep, I am polluting the hell outta this planet and I am proud of it." It would seriously com...
by Alien_Squasher
Wed Dec 06, 2017 5:26 pm
Forum: Ideas and Requests For Mods
Topic: Looking for mod to disable hand crafting
Replies: 13
Views: 6290

Re: Looking for mod to disable hand crafting

Isn't No-Crafting kinda impossible? I mean you don't get assembly machines until you make a steam engine, a boiler a pump, electric poles, 10 red science and a lab, and even then you have to craft 1 assembly machine That breaks down to a grand total of 14+6+5+6+25+30+18 (14) Steam engine (6) Boiler ...
by Alien_Squasher
Wed Dec 06, 2017 5:15 pm
Forum: Ideas and Requests For Mods
Topic: Contracts
Replies: 2
Views: 1637

Contracts

So have you ever wondered why, even after launching a rocket you still have no contact with your homeworld? Lore aside, it's time for that change. Combining aspects of Black Market and Kerbal Space Program style contracts, after you launch a satellite you are presented with a shiny GUI full of contr...
by Alien_Squasher
Tue Dec 05, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: Waypoint System
Replies: 1
Views: 1209

Waypoint System

We have trains, we have flying logistic bots, we have belts, but no trucks? I know there is a mod for this by the name of AAI Automated Vehicles, but that system is too complex for the vast majority of people. So I'd like to suggest adding in trucks for carrying things, and having their automation w...
by Alien_Squasher
Sun Dec 03, 2017 6:38 pm
Forum: Ideas and Suggestions
Topic: Better Base Parts.
Replies: 3
Views: 1331

Better Base Parts.

So there's an issue I find in Factorio, a lot of times bases just don't seem intersting enough, every factorio base can be summed up in one fashion: Belts are everwhere, machines lay scattered about, and bots fly overhead as trains pull into stations to unload. It's not that there's not enough going...
by Alien_Squasher
Thu Nov 30, 2017 11:55 pm
Forum: Ideas and Suggestions
Topic: Removal of base version dependencies for mods
Replies: 5
Views: 2195

Re: Removal of base version dependencies for mods

You just did the same thing mods didn't work because of a reliance on base functions so after fixing it you complained to the devs rather than telling the mod makers they should update their mods (ie it's worth it cause people still want to use them) I gave a suggestion that would improve the game....

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