Search found 11 matches
- Wed Jun 07, 2017 9:02 am
- Forum: News
- Topic: Friday Facts #193 - Party planning & plans
- Replies: 32
- Views: 20738
Re: Friday Facts #193 - Party planning & plans
With terrain transitions to water, does that mean we get stone/concrete to water as well? It's fairly annoying (from an aesthetic point of view) to not be able to connect concrete to water. If water will get reworked, does that also mean we get different types of water? I know there's some darker w...
- Tue May 09, 2017 12:28 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 52133
Re: Version 0.15.7
An interesting approach to the problem might be to create underground belts the same as surface belts, 1 piece at a time. This way your would "pay by the square" for the length that you use and items would be removed from inventory based on the total belt length. Ascii art: >> = 2 belt le...
- Tue May 09, 2017 11:21 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 462
- Views: 304462
Re: Just bought the game; What were Your first impressions?
If less than 50% of your production is copper wire/green circuit, then add more?vedrit wrote:Day 300 and you haven't learned the answer to this? The answer is 'yes'.halcyonforever wrote:Do I increase green circuit production or increase copper wire first....
/S
- Fri Apr 28, 2017 10:50 am
- Forum: Ideas and Suggestions
- Topic: Mod list - Version compatible
- Replies: 0
- Views: 651
Mod list - Version compatible
Would it be possible to make a checkbox in the Mod window that filters out the mods that are not compatible with the version of Factorio being played?
/Steelsky
/Steelsky
- Fri Apr 28, 2017 9:06 am
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 40730
Re: Version 0.15.3
A checkbox to not show mods that are incompatible with the installed version would be grand.JohnDowson wrote:It is really inconvenient that mod portal doesn't have "sort by compatible game version" feature.
/S
- Mon Feb 27, 2017 6:09 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160836
Re: GreyGoo Mk I: A self-expanding factory
This is as far as I've gotten. 20170227190301_1.jpg It's based on V2 of the save and between this and the next Autosave LTN tosses an error in a LUA. I'll kick off a V3 that I saw in the thread and see what happens. Sadly i don't seem to have the time between work and family to look into making a pa...
- Sat Feb 25, 2017 10:49 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160836
Re: GreyGoo Mk I: A self-expanding factory
What is the current record for most tiles?
I am running the V2 of the base save and it's up to 669 (probably 675 as I'm writing this)
/s
I am running the V2 of the base save and it's up to 669 (probably 675 as I'm writing this)
/s
- Thu Feb 23, 2017 1:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160836
Re: GreyGoo Mk I: A self-expanding factory
Use the foreman mod to transfer the start blueprints into a new save to build it.[/quote]DragonHeart996 wrote:
And then add the items to my inventory via console commands to start up the build from a Personal Roboport, seems doable
Thanks, I'd not considered that way around it.
/Søren
- Thu Feb 23, 2017 11:21 am
- Forum: General discussion
- Topic: Moving a factory to a new map
- Replies: 2
- Views: 1970
Re: Moving a factory to a new map
Is there any way to move a factory to a new map, or else fully regenerate a map without affecting player entities? I built a self-expanding factory , and I'd like to make (and share, if possible), a version that can be run on many different maps. Using blueprints for this is a pain, as there are a ...
- Thu Feb 23, 2017 11:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160836
Re: GreyGoo Mk I: A self-expanding factory
The first page of this has downloads of maps and mods used... =) I've run it a couple of times but I'd like to see how it would do if I generate a new map to run it on. As I understand the setup it would need to be a waterless map or something close to it since the current setup can't handle water ...
- Thu Feb 23, 2017 9:48 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 160836
Re: GreyGoo Mk I: A self-expanding factory
I am by no means a coder (Old Skool IT Techie here) but I'd love to play about with the concept of the selfreplicating base in various environments. Would it be possible to to create a modpackage that has the mods and a stash of items and blueprints that will allow us to set the starting conditions ...