Search found 130 matches
- Mon Nov 20, 2017 3:40 am
- Forum: Pending
- Topic: [15.37] Boiler Output/Belt Throughput Shortages
- Replies: 9
- Views: 5874
Re: [15.37] Boiler Output/Belt Throughput Shortages
Is 2) intentionally set to be just 0.2-0.5 engine's worth of coal lower throughput than 120? If not, what would this issue be categorized as and where would I post a thread on it?
The impression I'm getting is that it's simply coincidence that the red belt's ability to sustain boilers being just ...
- Tue Nov 07, 2017 2:09 am
- Forum: Ideas and Suggestions
- Topic: Construction Robots should have mining power
- Replies: 16
- Views: 4565
Re: Construction Robots should have mining power
I mean, even if robots couldn't deconstruct trees instantly, throwing grenades non-stop would be about as fast as using bots, and even later on you can use nukes.n7m6e7 wrote: And while you can easily build a bunch of bots a lone player with a roboport can deforest way too quick.
- Mon Nov 06, 2017 5:54 am
- Forum: General discussion
- Topic: What qualifies as a megabase?
- Replies: 11
- Views: 8739
Re: What qualifies as a megabase?
How about 1 million biters?DaveMcW wrote:Sure there is. https://en.wikipedia.org/wiki/Mega-
So you need to have 1 million of something.Mega is a unit prefix in metric systems of units denoting a factor of one million
- Mon Oct 30, 2017 10:38 pm
- Forum: Bob's mods
- Topic: Why not do Bob's mods the right way?
- Replies: 24
- Views: 24511
Re: Why not do Bob's mods the right way?
Btw, https://factorio.rotol.me/ has a full recipe/research wiki for multiple mods, including Bob's mods.
So maybe you could use it somehow.
So maybe you could use it somehow.
- Sun Oct 29, 2017 10:58 pm
- Forum: Ideas and Suggestions
- Topic: A Machine to chop the Trees instead bomb or burn them down
- Replies: 6
- Views: 3127
Re: A Machine to chop the Trees instead bomb or burn them down
I believe a future version of Xander's Mod is going to have a logging camp that cuts trees down around it on a timer. Maybe once it's complete it could also be made into a standalone mod.
- Mon Oct 23, 2017 4:06 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 24900
Re: Factorio Confession/advice
If you get fed up by having to wait, maybe grab the Creative Mode mod and plan out some bases that you'd make if you had no time or resource limitations, and then think about how you'd bootstrap up to them in a normal game?
- Fri Oct 20, 2017 10:47 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 24554
Re: Speed Modules, What are they good for?
There are also a few non-vanilla reasons why you might want to use a speed module:
1) A mod, like Building Platforms, restricts how easily you can scale up industry.
2) The production building is more expensive than filling it with speed modules (not sure what mods this happens in, but it COULD ...
1) A mod, like Building Platforms, restricts how easily you can scale up industry.
2) The production building is more expensive than filling it with speed modules (not sure what mods this happens in, but it COULD ...
- Sat Oct 07, 2017 12:42 am
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 39386
Re: Friday Facts #211 - The little things
I doubt vanilla beacons will change at this point, but being able to modify how beacons work in mods (different area of effect besides just a square, like maybe a diamond or a circle or straight lines, using a different formula for beacon stacking besides linear addition, etc) could be enough to ...
- Sat Oct 07, 2017 12:40 am
- Forum: Outdated/Not implemented
- Topic: Intermidiate objects with a lifetime
- Replies: 16
- Views: 8050
Re: Intermidiate objects with a lifetime
You're right in that O(log n) per insert/removal is O(n log n) per tick where n is the number of items being created/destroyed.
Though if every item in the heap has the same lifetime, and there's no other way to extend or shorten lifetime, you have an easier time - just have a list and add all new ...
Though if every item in the heap has the same lifetime, and there's no other way to extend or shorten lifetime, you have an easier time - just have a list and add all new ...
- Fri Oct 06, 2017 10:28 pm
- Forum: Outdated/Not implemented
- Topic: Intermidiate objects with a lifetime
- Replies: 16
- Views: 8050
Re: Intermidiate objects with a lifetime
And if all that doesn't convinces you...the performance cost for such a system would be immense. But i'm sure you don't mind playing at 30UPS.
I don't think it would actually be that big. You could use a priority heap structure, containing all expirable items, with the soonest to expire at the ...
- Wed Oct 04, 2017 2:53 am
- Forum: Angels Mods
- Topic: Do Cobalt Plates have a use?
- Replies: 3
- Views: 4130
Re: Do Cobalt Plates have a use?
https://factorio.rotol.me/pack/bobsange ... balt-plate
The one thing cobalt plate is used for is making cobalt steel plate.
If that recipe no longer exists it seems to be useless.
The one thing cobalt plate is used for is making cobalt steel plate.
If that recipe no longer exists it seems to be useless.
- Wed Sep 27, 2017 3:30 am
- Forum: Angels Mods
- Topic: Angel's Smelting Patch: Early glas recepie for greenhouses
- Replies: 5
- Views: 5187
Re: Angel's Smelting Patch: Early glas recepie for greenhouses
Angel's Smelting Patch disables the simple silicon ore -> glass recepie for furnaces. That is the point.
I have full bobs and angels and i could smelt it just fine yesterday when i tried.
Just so it's clear, the mod in question is https://mods.factorio.com/mods/Florian1024/only-smelting which ...
I have full bobs and angels and i could smelt it just fine yesterday when i tried.
Just so it's clear, the mod in question is https://mods.factorio.com/mods/Florian1024/only-smelting which ...
- Mon Sep 25, 2017 4:09 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 63677
Re: Friday Facts #209 - Optimisation is a way of life
I've been following Factorio for about two and a half years now. While I love to see the art improvements and I like to learn of how you've improved the engineering of the game I am still rather saddened that the game itself has barely changed. In terms of gameplay very few things have changed ...
- Thu Sep 21, 2017 11:30 pm
- Forum: Off topic
- Topic: New Factorio (City builder / RTS)
- Replies: 7
- Views: 4804
Re: New Factorio (City builder / RTS)
You might be interested in the Anno series:
https://en.wikipedia.org/wiki/Anno_(series)
They're about logistics, city building/management and have competitive elements.
https://en.wikipedia.org/wiki/Anno_(series)
They're about logistics, city building/management and have competitive elements.
- Mon Sep 18, 2017 8:34 am
- Forum: Balancing
- Topic: Blue science is too hard to get
- Replies: 42
- Views: 30125
Re: Blue science is too hard to get
I think you'll find lots of people (including me) got to blue science with spaghetti and didn't need any particular advanced techniques beyond understanding how oil works.
- Tue Sep 05, 2017 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Assembly machines to be more flexible
- Replies: 8
- Views: 3673
Re: Assembly machines to be more flexible
You could probably make a mod that automatically made such recipes and locked them behind higher tier technologies.
- Fri Sep 01, 2017 11:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Idea] Tesseract/Pocket Dimension
- Replies: 3
- Views: 2288
- Sun Aug 27, 2017 11:23 pm
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 20126
Re: Is "Lazy Bastard" appropriate?
I think this is okay. The tone of the achievement suggests a cheeky/joshing use, not an insulting use. After all, Factorio is all about being lazy and having machines do the work. Being the laziest bastard is a compliment.
- Sun Aug 27, 2017 5:00 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 184104
- Thu Aug 24, 2017 11:58 pm
- Forum: Bob's mods
- Topic: Bob + SpaceX?
- Replies: 2
- Views: 2927
Re: Bob + SpaceX?
There's a Bobs/SpaceX compatibility mod, better use it.
https://mods.factorio.com/mods/Neemys/SpaceMod-bobs
https://mods.factorio.com/mods/Neemys/SpaceMod-bobs