Search found 42 matches

by NoQ
Wed Mar 25, 2020 4:21 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 167
Views: 49004

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...
by NoQ
Tue Mar 17, 2020 5:42 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 167
Views: 49004

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 :roll:
by NoQ
Tue Mar 17, 2020 5:11 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 167
Views: 49004

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
by NoQ
Fri Mar 13, 2020 10:01 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 167
Views: 49004

Re: [MOD 0.18] KRASTORIO^2

Wood power looks real good in this mod.
by NoQ
Sun Nov 18, 2018 4:44 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 36945

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...
by NoQ
Fri Mar 30, 2018 3:21 pm
Forum: News
Topic: Price change
Replies: 108
Views: 18652

Re: Price change

Well, there's a continous production of new people on this planet. Not fully automated, but pretty steady and reliable :roll: I expect newly manufactured people to enjoy the game for quite a few decades from now.
by NoQ
Fri Dec 29, 2017 11:06 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 19419

Re: Friday Facts #223 - Reflections on 2017

11 704 years of combined playtime played on steam
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?
by NoQ
Thu Nov 23, 2017 8:46 am
Forum: General discussion
Topic: Game theory: Factorio takes place on Earth
Replies: 25
Views: 4070

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.
by NoQ
Fri Aug 11, 2017 8:58 am
Forum: Texture Packs
Topic: Volcanio.
Replies: 1
Views: 1779

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...
by NoQ
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: 14432

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 :)
by NoQ
Sat Jun 03, 2017 9:04 am
Forum: General discussion
Topic: Finding a runaway beacon.
Replies: 2
Views: 549

Re: Finding a runaway beacon.

Nice!! Found it, thanks :D
by NoQ
Sat Jun 03, 2017 8:55 am
Forum: General discussion
Topic: Finding a runaway beacon.
Replies: 2
Views: 549

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 ...
by NoQ
Tue May 23, 2017 10:28 am
Forum: Duplicates
Topic: Damaged ingredients cause machines to get stuck.
Replies: 1
Views: 291

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...
by NoQ
Sat May 13, 2017 4:44 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 115313

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 / ...
by NoQ
Mon May 08, 2017 8:48 am
Forum: Balancing
Topic: {0.15.9] Rock too rare?
Replies: 4
Views: 964

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.
by NoQ
Mon May 08, 2017 8:38 am
Forum: Balancing
Topic: buff beacons
Replies: 3
Views: 658

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)...
by NoQ
Wed May 03, 2017 12:33 pm
Forum: Not a bug
Topic: Total raw ingredients not displayed for Power Armor
Replies: 7
Views: 809

Re: Total raw ingredients not displayed for Power Armor

Yep, right, good point, thanks, truly not a bug.
by NoQ
Sat Apr 29, 2017 9:15 am
Forum: Not a bug
Topic: Total raw ingredients not displayed for Power Armor
Replies: 7
Views: 809

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.
by NoQ
Sat Apr 29, 2017 9:14 am
Forum: Not a bug
Topic: Total raw ingredients not displayed for Power Armor
Replies: 7
Views: 809

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 ...
by NoQ
Sat Apr 29, 2017 8:27 am
Forum: Not a bug
Topic: Total raw ingredients not displayed for Power Armor
Replies: 7
Views: 809

Total raw ingredients not displayed for Power Armor

Strangely, works fine for Power Armor MK2.

Not sure if it's a 0.15 regression or was always like that.
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Screen Shot 2017-04-29 at 11.20.44 AM.png (209.25 KiB) Viewed 809 times
Screen Shot 2017-04-29 at 11.22.23 AM.png
Screen Shot 2017-04-29 at 11.22.23 AM.png (248.63 KiB) Viewed 809 times

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