Search found 43 matches
- Sat Jul 18, 2020 3:51 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 16570
Re: Friday Facts #356 - Blueprint library for real
At this point, I thought, that I would come back to work with full power, but I just couldn't. When I tried to work, I had this strong, almost physical feeling of disgust, that was impossible to overcome. It was clear to me at this point, this is the the typical burnout situation. kovarex , as a fe...
- Wed Mar 25, 2020 4:21 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 189
- Views: 69183
Re: [MOD 0.18] KRASTORIO^2
Creep spade cannot be put into crusher, so there's no way to get rid of it when you no longer need it. #literallyunplayable Put in chest Destroy chest ??? Profit. In this mod bullets are physical and shoot over your buildings (like shotgun shells in vanilla), you can't target-fire with C. I guess i...
- Tue Mar 17, 2020 5:42 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 189
- Views: 69183
Re: [MOD 0.18] KRASTORIO^2
Wait, i still need it because i need to clear creep even if i don't need biomass. Mod developers these days. Can't even introduce bugs so that players felt good about themselves reporting it 

- Tue Mar 17, 2020 5:11 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 189
- Views: 69183
Re: [MOD 0.18] KRASTORIO^2
Creep spade cannot be put into crusher, so there's no way to get rid of it when you no longer need it. #literallyunplayable
- Fri Mar 13, 2020 10:01 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 189
- Views: 69183
Re: [MOD 0.18] KRASTORIO^2
Wood power looks real good in this mod.
- Sun Nov 18, 2018 4:44 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 40377
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
0.18 plan It will become the final 1.0 version once it is stable. It will contain mainly: New tutorial New campaign Final mini tutorials My memories of how developing game campaigns usually goes suggests that you should release a testable version of campaigns as early as possible ; just one round o...
- Fri Mar 30, 2018 3:21 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 20888
Re: Price change
Well, there's a continous production of new people on this planet. Not fully automated, but pretty steady and reliable
I expect newly manufactured people to enjoy the game for quite a few decades from now.

- Fri Dec 29, 2017 11:06 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 21756
Re: Friday Facts #223 - Reflections on 2017
H**y f******g J***s. Seriously, why don't we just go ahead and build our own IRL one-rocket-per-minute megabase now that we've spent so much time on this and got so much experience?11 704 years of combined playtime played on steam
- Thu Nov 23, 2017 8:46 am
- Forum: General discussion
- Topic: Game theory: Factorio takes place on Earth
- Replies: 25
- Views: 4538
Re: Game theory: Factorio takes place on Earth
I had the same problem once. Alien biome mod helps quite a bit. Also it made me do this.
- Fri Aug 11, 2017 8:58 am
- Forum: Texture Packs
- Topic: Volcanio.
- Replies: 1
- Views: 1926
Volcanio.
I wanted to have a look at how terrain textures are handled by this game, and before i noticed i had this: photo_2017-08-11_11-25-42.jpg photo_2017-08-11_11-24-45.jpg photo_2017-02-28_15-00-00.jpg This was back on 0.14, when stuff wasn't hd yet. I don't think i have the guts to turn it into a mod th...
- Tue Jun 06, 2017 8:13 am
- Forum: Show your Creations
- Topic: [0.15.9] all science +-120/min/color(bluebelt & prod3)
- Replies: 22
- Views: 14987
Re: [0.15.9] all science +-120/min/color(bluebelt & prod3)
I'm still curious about how much energy does this use, to compare with my factory that tries to minimize energy usage through speed beacons and power switches everywhere, at the cost of an enormous logistics complexity and space. Because your setup makes a great baseline for comparing 

- Sat Jun 03, 2017 9:04 am
- Forum: General discussion
- Topic: Finding a runaway beacon.
- Replies: 2
- Views: 602
Re: Finding a runaway beacon.
Nice!! Found it, thanks 

- Sat Jun 03, 2017 8:55 am
- Forum: General discussion
- Topic: Finding a runaway beacon.
- Replies: 2
- Views: 602
Finding a runaway beacon.
I usually combine beacons with power switches to make sure they don't waste power when machines underneath them aren't working. However, my power usage statistics screen shows that there's one beacon that's always on, even if all machines are off. Couldn't instantly find this beacon though, because ...
- Tue May 23, 2017 10:28 am
- Forum: Duplicates
- Topic: Damaged ingredients cause machines to get stuck.
- Replies: 1
- Views: 347
Damaged ingredients cause machines to get stuck.
Suppose you reuse old underground belts to produce faster belts, like me on the screenshot. Suppose your construction bots have deconstructed a single old belt piece when it was damaged, and that piece gets to the assembler. Then it can no longer stack with undamaged belts. If one damaged belt is no...
- Sat May 13, 2017 4:44 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 122789
Re: Solar panels less of a no-brainer
You can use Coal Liquefaction to turn 10 coal into 10 Heavy, 15 Light and 20 Petroleum. You could use the Light Oil alone for 15 Solid Fuel to burn way longer than the coal (should also make up the energy cost of the Refinery). Might want to divide by 10. Coal liq turns 10 Coal into (15 + 10 * 3 / ...
- Mon May 08, 2017 8:48 am
- Forum: Balancing
- Topic: {0.15.9] Rock too rare?
- Replies: 4
- Views: 1085
Re: {0.15.9] Rock too rare?
It's actually 2 stone per brick, so 10 stone per bottle. But still not much, considering that even just furnace costs 20 stone and 50 iron.
- Mon May 08, 2017 8:38 am
- Forum: Balancing
- Topic: buff beacons
- Replies: 3
- Views: 751
Re: buff beacons
1. Productivity modules are super awesome (rocket with full prod3 modules on all intermediate products gets ~3x cheaper as far as i remember). 2. Large matrices of machines with productivity modules with 2x speed3 beacons in a 8x8 setup (each machine under 8 beacons, each beacon covering 8 machines)...
- Wed May 03, 2017 12:33 pm
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 993
Re: Total raw ingredients not displayed for Power Armor
Yep, right, good point, thanks, truly not a bug.
- Sat Apr 29, 2017 9:15 am
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 993
Re: Total raw ingredients not displayed for Power Armor
Also, on your screenshot i'm seeing items that are "too raw" (like oil products) in the list - you can't craft with oil products by hand, so i've never seen these displayed, and i've no idea how you display these stats.
- Sat Apr 29, 2017 9:14 am
- Forum: Not a bug
- Topic: Total raw ingredients not displayed for Power Armor
- Replies: 7
- Views: 993
Re: Total raw ingredients not displayed for Power Armor
I can reproduce this issue always, reliably, in all cases: - I'm on macbook with 2880x1800 (the game is upscaled into a HiDPI mode, so it's actually 1440x900). - I tried connecting an external monitor, which is standard 1920x1080 with no HiDPI of any sort. - Tried downscaling the UI in the settings ...