Search found 9 matches
- Sun Apr 16, 2017 7:49 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 97
- Views: 52373
Re: [MOD 0.14] Text Plates
I got a crash with this error. Aparenttly it happened during an alien attack.
- Wed Feb 08, 2017 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Helicopter
- Replies: 5
- Views: 3307
Re: Helicopter
Or just release the Spider!
- Sun Jan 29, 2017 11:39 pm
- Forum: Balancing
- Topic: Smaler Robot Stacksize
- Replies: 8
- Views: 3758
Re: Smaler Robot Stacksize
At late game its always better to go full robots and its only viable if you add tons of roboports, far beyond the quantity needed to complete a conventional grid of roboports. Whould be good to have an alternate smarter way to do it.
- Mon Jan 23, 2017 12:46 pm
- Forum: General discussion
- Topic: Why are rails and trainstops required to be on even squares?
- Replies: 17
- Views: 10247
Re: Why are rails and trainstops required to be on even squares?
https://forums.factorio.com/download/file.php?id=19566
What I really don't understand: Under which conditions is this useful? I mean: When is it useful to exchange items this way instead of bringing the items to the target station directly?
This game is about making your own automated factory ...
What I really don't understand: Under which conditions is this useful? I mean: When is it useful to exchange items this way instead of bringing the items to the target station directly?
This game is about making your own automated factory ...
- Tue Jan 17, 2017 3:05 pm
- Forum: General discussion
- Topic: Alien aggression in factorio
- Replies: 8
- Views: 6415
Re: Alien aggression in factorio
This is an interesting idea. I think you mean a way to modify bitters attack rate in response to pollution. A way to adjust the amount of pollution needed to get yourself attacked will be nice for a different playstyle, more focused on weaponry.
Being attacked more frequently have nothing to do ...
Being attacked more frequently have nothing to do ...
- Sun Jan 08, 2017 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Wood Harvester
- Replies: 5
- Views: 3184
Re: Wood Harvester
I think there are several stages in the game depending wood and this suggestion should explain first, at which stage it tries to fix a problem. :)
(Early game, after power, after circuits, after blue potion, after robots...)
There are also several mods about this topic!!
Looking at the tech tree ...
(Early game, after power, after circuits, after blue potion, after robots...)
There are also several mods about this topic!!
Looking at the tech tree ...
- Fri Jan 06, 2017 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Wood Harvester
- Replies: 5
- Views: 3184
Wood Harvester
A machine or robot that hunts for trees on a huge area and slowly harvest wood and clear the area, as a mean of viably collect wood for fuel (or other uses), specially on the early game.
This game is about automation after all. Clearing trees is only viable with hand work or telling the robots to do ...
This game is about automation after all. Clearing trees is only viable with hand work or telling the robots to do ...
- Fri Jan 06, 2017 10:13 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 43154
Re: New Achievements?
I think what you really need is some goal, that seems to be already adressed by the 0.15, with the new science. I still agree with you because there is a huge gap between other achievements and the circuit one, witch is much more time consuming than the others, unless you make a game focused on that ...
- Mon Jan 02, 2017 1:51 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: All in one 5/6/12 science for assembling machine 3
- Replies: 35
- Views: 53783
Re: All in one 5/6/12 science for assembling machine 3
I really like this design, but i don't like two colored undergrounds on the same line, then i made an alternative using the same space on the blue labs: