Search found 1100 matches
- Fri Sep 01, 2023 11:56 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 76124
Re: Friday Facts #374 - Smarter robots
Nice, but one thing I'd like is for a toggle to have the Logi Bots distribute themselves roughly evenly through the factory, or maybe just 33% of the Logi Bots, and not on a per-chunk basis, but more like on a per-25-chunk basis or something like that, so that if they're not busy, some of them will ...
- Sun May 07, 2023 4:49 am
- Forum: General discussion
- Topic: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
- Replies: 8
- Views: 3341
Re: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
To elaborate, some of the simplifications in other games relative to Factorio, such as Transport Belts only moving one item, instead of having two lanes for the organized movement of two item types to where they're needed, are ones I don't like. CoI would be a lot easier if the Flat Belts had 2 ...
- Sun May 07, 2023 4:46 am
- Forum: General discussion
- Topic: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
- Replies: 8
- Views: 3341
Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
Factorio allegedly has huge problems with simulating how fluids flow in Pipes. It costs a lot of CPU and it doesn't always work as one would intuitively assume. At one point the devs talked about giving the fluid systema re-work, but that was apparently dropped.
I myself, when I play, make ...
I myself, when I play, make ...
- Wed Sep 22, 2021 4:27 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 207112
Re: Friday Facts #365 - Future plans
I go with Durr: an isometric view - even only from one direction - would make things so much easier. Everting would look much better, so much new gameplay possibilities, even with only a flat land as yet.
But with real 3D landscape (hills, rivers, build underground) it would be not longer ...
- Thu Jan 14, 2021 6:10 am
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 3769
Help me update an old private mod to 1.1
I made an old mod for my own use, for 0.16 or 0.17, and despite being very simple it worked well.
Now it no longer works, and I'm not sure what to do. I've tried removing the dependencies on other mods (Agent Orange (which I've "hack-updated" to 1.1 for my own use), as well as Klonan's Torches mod ...
Now it no longer works, and I'm not sure what to do. I've tried removing the dependencies on other mods (Agent Orange (which I've "hack-updated" to 1.1 for my own use), as well as Klonan's Torches mod ...
- Thu Jan 07, 2021 6:17 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 35819
Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Saving, quitting Factorio, loading Factorio again, loading the save, restores the increased Radar range, and the increased Radar power consumption. I have no easy way to verify that increased scan speed works, but it's safe to assume.
Nevertheless, the mod has not been correctly updated, either to ...
Nevertheless, the mod has not been correctly updated, either to ...
- Thu Jan 07, 2021 4:42 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 35819
Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
This mod does not seem to work as intended with 1.1. At all.
I started a 1.1 test game, mined, researched, teched up, the Radar buildings got bigger range as expected, and presumably also started scanning faster.
Then I decided to break up my base cluster of 9 Radars, by picking up 8 of them and ...
I started a 1.1 test game, mined, researched, teched up, the Radar buildings got bigger range as expected, and presumably also started scanning faster.
Then I decided to break up my base cluster of 9 Radars, by picking up 8 of them and ...
- Thu Dec 31, 2020 11:56 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 41384
Re: [MOD 0.17.x] Agent Orange
Can you please update this mod to 1.1?
- Tue May 19, 2020 9:20 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.17.x] Modular Armor Revamp
I would personally prefer that you keep everything, except perhaps the 1x2 Exoskeletons. I like this mod as it is.
- Wed Sep 25, 2019 1:25 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.17.x] Modular Armor Revamp
I like the 2x2 chunks, in part because I suspect that they enable a better graphics resolution. If you think the grids and module sizes by a factor of 2, everything might end up looking pixilated.
Also, you seem to be implying that the largest grid will be 12x12. Why no 15x15? I mean, 15 is an odd ...
Also, you seem to be implying that the largest grid will be 12x12. Why no 15x15? I mean, 15 is an odd ...
- Fri Sep 20, 2019 7:02 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.17.x] Modular Armor Revamp
Having played a lot more, no, I can say that I'm not a fan of the odd-numbered aspect suits. The vanilla 5x5 and 7x7 are annoying, as is the 15x15 added by this mod. Many modules, both vanilla and Revamp ones, are size 2x2 or 2x4, and so much of the space of the 25, 49 and 225 tile suits is ...
- Sat Aug 31, 2019 2:39 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.17.x] Modular Armor Revamp
I've never been a fan of the "Tetris" mini-game of trying to fit weirdly shaped stuff in, like very wide or very tall modules. Switching to mostly square aspects would reduce some frustration, and would change the focus from module shape to how much module space each armour has.
I don't think it's ...
I don't think it's ...
- Thu Aug 29, 2019 1:06 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.17.x] Modular Armor Revamp
Thanks for updating this mod!
The main reason I like it is the possibility of larger grids, 12x12 and 15x15, for endgame awesomeness, and secondly the alternative forms of power generation, and the smaller exoskeletons and differently sized shields adding more flexibiloty
I know that there are ...
The main reason I like it is the possibility of larger grids, 12x12 and 15x15, for endgame awesomeness, and secondly the alternative forms of power generation, and the smaller exoskeletons and differently sized shields adding more flexibiloty
I know that there are ...
- Tue Aug 27, 2019 11:46 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 168169
Re: [MOD 0.16.x] Modular Armor Revamp
Please update this mod to 0.17.
- Tue Mar 13, 2018 7:17 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 38664
Re: Factorio should have DLC.
If anything, CK2 DLC is hard to understand because in additoin to the content packs, fairly large and expensive, there are scores of smaller packs that add unit graphics, heraldics and so forth. I can't navigate that shit. I don't know which ones are relevant for me, for my preferred focus area. So ...
- Tue Mar 13, 2018 7:10 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 38664
Re: Factorio should have DLC.
I actually like the fact that factorio does not have DLC, the price is right and its a selling point in my opinion.
To me, Paradox is not a good example on DLC, when I see crusader kings 2 or europa universalis 4 I'm actually too scared to have an empty base game so I don't buy them, and according ...
To me, Paradox is not a good example on DLC, when I see crusader kings 2 or europa universalis 4 I'm actually too scared to have an empty base game so I don't buy them, and according ...
- Fri Oct 06, 2017 8:19 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 39375
Re: Friday Facts #211 - The little things
I really don't think that you need to add much more content to the game.
I'm already super-excited about the Fission Power system added in 0.15, and even more so the Buffer Chests that you'll add in 0.16.
A few things that I am hoping for:
1. Getting a SpiderTron for the early part of the mid-game ...
I'm already super-excited about the Fission Power system added in 0.15, and even more so the Buffer Chests that you'll add in 0.16.
A few things that I am hoping for:
1. Getting a SpiderTron for the early part of the mid-game ...
- Thu Aug 24, 2017 6:53 pm
- Forum: Ideas and Suggestions
- Topic: (0.15.x) Coloured lamps
- Replies: 4
- Views: 2745
Re: (0.15.x) Coloured lamps
Most monitors can't actually emit UV.Factoruser wrote:• The black signal might produce a "ultra-violet" (dark violet) light.
- Thu Aug 24, 2017 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Add a progress bar for "Check for updates" under mods
- Replies: 9
- Views: 4298
Re: Add a progress bar for "Check for updates" under mods
Yes. Anything. As opposed to the nothing we have now.QGamer wrote:Hmmm. Still, there needs to be some feedback. If there are updates, you could tell us how many: "3 updates available."
Or if there are no updates: "You're already up to date!"
- Sat Aug 19, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 48183
Re: Friday Facts #204 - Another day, another optimisation
Not even the part about zoom scaling increments?safan wrote:i completely didn't understand anything in this fff