Search found 86 matches
- Fri May 05, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 80693
Re: Friday Facts #189 - Specifying the 1.0
Can we please please *please* have the ability to drive straight down a road without having to install a mod?
- Thu May 04, 2017 6:42 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 53997
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Any idea if/when you'll be releasing an 0.15 version? Or is this a "wait for stable release" situation?
- Wed May 03, 2017 10:26 pm
- Forum: General discussion
- Topic: Fluids, Pipes and Pumps
- Replies: 13
- Views: 65114
Re: Fluids, Pipes and Pumps
So I'm having a bit of trouble following here. What's the best bet now for moving fluid over distance? In my case, I'm running short trying to feed these new heat exchangers, if not right next to the water.
- Wed May 03, 2017 4:05 pm
- Forum: General discussion
- Topic: Is that piece of junk toy rocket an atomic bomb ???!
- Replies: 35
- Views: 13225
Re: Is that piece of junk toy rocket an atomic bomb ???!
I start to wonder if people are playing a different version of the game than I am. I lob a nuke, then *RUN* because it's going to obliterate everything in the area, and the blast radius is larger than my firing range.
- Tue May 02, 2017 2:35 am
- Forum: General discussion
- Topic: Throttling Nuclear Reactors; control rods research?
- Replies: 11
- Views: 6015
Re: Throttling Nuclear Reactors; control rods research?
You can already throttle nuclear fuel consumption by using fluid tanks to store steam, and circuit networks to only load fuel when steam runs low. Here's a save with an example reactor design. I don't see "steam" as an option to filter on with my circuit network. It's not listed in fluids...
- Mon May 01, 2017 7:23 pm
- Forum: General discussion
- Topic: Throttling Nuclear Reactors; control rods research?
- Replies: 11
- Views: 6015
Re: Throttling Nuclear Reactors; control rods research?
You can already throttle nuclear fuel consumption by using fluid tanks to store steam, and circuit networks to only load fuel when steam runs low. Here's a save with an example reactor design. I don't see "steam" as an option to filter on with my circuit network. It's not listed in fluids...
- Mon May 01, 2017 5:30 am
- Forum: General discussion
- Topic: Throttling Nuclear Reactors; control rods research?
- Replies: 11
- Views: 6015
Throttling Nuclear Reactors; control rods research?
It seems odd to me that there's no throttling of nuclear power, considering that the process is fairly simple, and that other power sources don't have issues with overconsumption. Could we get some sort of control rods tech maybe, to allow adjustment of fuel consumption? Even if the insertion percen...
- Fri Apr 28, 2017 5:30 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 47069
Re: [0.15.*] Feedback topic
How does this compare with the new "train world" vanilla game setting?
- Fri Mar 24, 2017 7:04 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 74597
Re: Friday Facts #183 - Aiming for the release date
I've said it before, but I just feel the need to reiterate...
I absolutely love the level of dev communication on this game. If some other games I follow did half as much, I'd be a very happy person.
I absolutely love the level of dev communication on this game. If some other games I follow did half as much, I'd be a very happy person.
- Fri Mar 17, 2017 6:03 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 45492
Re: Friday Facts #182 - Optimizations, always more optimizations
I love reading these little behind the scenes details. Friday Facts is honestly one of the highlights of my week.
- Fri Feb 10, 2017 7:35 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 56034
Re: Friday Facts #177 - Difficulty settings
I've said it before, but I'll say it again. I absolutely love your continuing dedication to game performance. It's fun to hear about these odd little bits in the code that you're cleaning up, too.
- Wed Feb 01, 2017 7:10 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 44273
Re: Friday Facts #175 - Programmable Speaker
I don't know how they did it for the demo video, but you can do it just by dropping items on the belt or by placing them one at a time into a chest with an inserter emptying it. Labour-intensive, but not difficult ;) I was thinking about the chest/inserter, but I don't know how to get it all perfec...
- Tue Jan 31, 2017 10:14 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 44273
Re: Friday Facts #175 - Programmable Speaker
I just wanna know how you sequenced those items on the belts. o.o To sidetrack from the "I don't want speakers" complaints, going to quote myself here. Seriously, I don't know if this is a failure of my imagination or what, but is there actually a way to sequence a conveyor belt like in t...
- Sun Jan 29, 2017 8:54 am
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 44273
Re: Friday Facts #175 - Programmable Speaker
I just wanna know how you sequenced those items on the belts. o.o
- Sat Dec 17, 2016 4:07 am
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 70053
Re: Friday Facts #169 - Combat revisit 2
If I may offer a "simple" solution to clearing out biter nests in the late game, that makes it fun, intuitive while also resource/investment heavy: Modular awesome tank behemots, like this: http://i.imgur.com/2ITNMTr.jpg But with a grid like we have for power armor - let us put shield and...
- Sat Dec 17, 2016 4:04 am
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 70053
Re: Friday Facts #169 - Combat revisit 2
Regarding turret creep, I'll second what someone earlier suggested with the "mortar" worm, lobbing slow projectiles that priority-target structures. Regarding weapon balance, I have only one comment. I REALLY think the rocket launcher should not be rapid fire. Instead of raising its RoF, j...
- Sat Nov 12, 2016 10:27 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 117218
Re: Friday Facts #164 - Nuclear power
Until this time factorio was a game which could open up your creativity and did forgive you any kinds of mistakes letting you find your own way of playing it. You can also change the way you play at any moment by redoing your whole base if you wish. This is only true if you play on peaceful. Mistak...
- Sat Sep 24, 2016 6:05 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 44738
Re: Friday facts #157 - We are able to eat paper, but we don't do it
Guys, I'm pretty sure the terrain decorations aren't going to be randomly changing. They said they're changing how it's saved, not "not saving it at all".
- Fri Aug 26, 2016 6:47 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 49606
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Need a train schedle departure requirement of "have recovered all robots"
- Fri Jul 22, 2016 2:39 pm
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 11177
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
And again, just having the map revealed doesn't load it in memory. You'd have to make every single map chunk "active". Requiring thousands of radar units and some way to power them.