Search found 52 matches
- Mon Jun 15, 2020 2:24 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 32486
Re: Version 0.18.31
OK guys one big tip from me. In my game settings saturation was set to 75% or something (default?). Colors watered down. I change it to max (125%) and its better now. Still kinda blured i dont know why. Like in version 0.14 i could play 5 hours and it was fine. In 0.18 i play for two and then i just ...
- Sat Apr 13, 2019 5:30 am
- Forum: General discussion
- Topic: 500 hiteck scine
- Replies: 32
- Views: 11348
Re: 500 hiteck scine
About what issue is this topic about?
If its late bots maybe use some kind of mods like nanobot or there is even mod that gives all logistic research from game start. Why not?
If its late bots maybe use some kind of mods like nanobot or there is even mod that gives all logistic research from game start. Why not?
- Sat Mar 23, 2019 12:51 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 24255
Re: Why i will never play 0.17
For me quickbar its best change in 17 overall.
One biggest pro its that player can see total number of items. Like 432 yellow belts or so. In old quickbar max was one stack. Big pro for that change.
Its better design for sure no doubt about that. There are other reasons also. Like locking some ...
One biggest pro its that player can see total number of items. Like 432 yellow belts or so. In old quickbar max was one stack. Big pro for that change.
Its better design for sure no doubt about that. There are other reasons also. Like locking some ...
- Sat Mar 16, 2019 5:58 am
- Forum: Bob's mods
- Topic: Pleeeease do something about picking up Alien loot!
- Replies: 15
- Views: 7734
Re: Pleeeease do something about picking up Alien loot!
Alien artifacts are gone with version 0.15 i think. Just update factorio to new version.
- Fri Mar 15, 2019 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 14320
Re: Long range signal sender/reciver aka signal via radio
not saying its a bad idea, but are you aware of red/green wires are for free , if implemented in a blueprint?
just connect 2 big poles with both wires and use that BP in your power line to the outpost.
Lol o wrote long post and my mobile chrome bugs out.
So short version.
Yes im aware ...
- Fri Mar 15, 2019 3:56 am
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 14320
Long range signal sender/reciver aka signal via radio
Hi
This topic its about signals that are used in combinators. For now only method to send signal are over green/red wire. Connecting big power poles are a lot to do and not hard or complicated because there can be multiple lines. It will be cool if there will be somekind of sender tower and radio ...
This topic its about signals that are used in combinators. For now only method to send signal are over green/red wire. Connecting big power poles are a lot to do and not hard or complicated because there can be multiple lines. It will be cool if there will be somekind of sender tower and radio ...
- Tue Mar 12, 2019 5:07 am
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 11184
Re: Version 0.17.11
Its comman that version 0.17.9 its higher number that 0.17.11
0.17.11 seems for most people as little fix (step up) from version 0.17.1
Bourne have good point with numering.
From 0.18 consider using different method because its confusing for most people.
0.17.11 seems for most people as little fix (step up) from version 0.17.1
Bourne have good point with numering.
From 0.18 consider using different method because its confusing for most people.
- Thu Mar 07, 2019 11:43 am
- Forum: Modding help
- Topic: Non-ore resource sources
- Replies: 8
- Views: 3301
Re: Non-ore resource sources
You got 2 types. Solid obejct and fluid. Mine solid object and then put them in chem lab or somekind of burner. You need heat (steam or heatpipe) result you goy liquid metal and let say some byproduct (dirt). Then either form them in stabes or use liquid for final product.
For example one recipe ...
For example one recipe ...
- Sat Mar 02, 2019 10:50 pm
- Forum: General discussion
- Topic: Car in 0.17 its bonanza
- Replies: 4
- Views: 2885
Car in 0.17 its bonanza
Anybody try Car with new spitter non-leading projectiles?
I mean in my game right now evolution factor its low, but so far car its superB in attacking bitter. So fast, so easy to dodge spitters spit.
After reading comments about 0.17 bitters making troubles i start fresh game. Not build single ...
I mean in my game right now evolution factor its low, but so far car its superB in attacking bitter. So fast, so easy to dodge spitters spit.
After reading comments about 0.17 bitters making troubles i start fresh game. Not build single ...
- Sat Mar 02, 2019 7:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 3860
Re: Messing around with Shader files. Ghost entities?
"Cheating"its reference to using console, writing commands.
You can also use mods.
There its mod that comes with night-vision:
https://mods.factorio.com/mod/FasterStart
Or use ingame mod-thing and look for fasterstart
Use "~" button (below ESC). Then use commands:
/c game.player.insert{name="power ...
You can also use mods.
There its mod that comes with night-vision:
https://mods.factorio.com/mod/FasterStart
Or use ingame mod-thing and look for fasterstart
Use "~" button (below ESC). Then use commands:
/c game.player.insert{name="power ...
- Sat Mar 02, 2019 5:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 3860
Re: Messing around with Shader files. Ghost entities?
I know my friend its not what you are looking for, but before modified Shader files appear consider cheating/modding power armor with nightvision. There are mods that add starting equipment. Or in 0.16 was mod called new game+ that transfer items from previous game so you can cheat there and then ...
- Thu Feb 28, 2019 11:43 am
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 23046
Re: Not pleased with 17.1 so far...
I use before combo of wall-enough space-fire turret and then gun turret for lulz (not really neede). Its works flawless. Laser turrets was boring. Easy to setup, easy to supply. Fire turrets are also easy to build, supply via train. Just use turret near turret. Then look at minimal turret distance ...
- Wed Feb 27, 2019 1:08 pm
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 42158
Re: Version 0.17.1
Compilatron is doing a good job - I allready hate them. I tried to wall in (with a wall) the little menace, and failed..
I will report you for cruelty to robots
-15 drone relations, +15 biter relations.
There is no brownout warning, noone tells the player to increase steam power ...
- Tue Dec 25, 2018 10:16 am
- Forum: General discussion
- Topic: Challenge: How many resources /s left in outpost
- Replies: 1
- Views: 1545
Challenge: How many resources /s left in outpost
Hello guys. It first i wanna say sorry for my broken english i will try my best to explain in short sentences what i wanna.
I see challenges are popular right now so there is new one.
I wanna info how many resources per second i can take from outpost.
Let me explain. For example map with very big ...
I see challenges are popular right now so there is new one.
I wanna info how many resources per second i can take from outpost.
Let me explain. For example map with very big ...
- Fri Dec 21, 2018 6:23 pm
- Forum: General discussion
- Topic: Logistic Network Research
- Replies: 37
- Views: 16031
Re: Logistic Network Research
Also agree logi network its too far in tree.
- Wed Oct 31, 2018 9:52 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 46955
Re: The Problem With Pickaxes - Digging Out Factorio's Core
I get about what issue is this topic. But i must say i like factorio and the way its going. I like updates, especially performance (optimization) ones. Nuclear plants and even i like idea of pickaxe being upgrade research. If there is something i want to change there is very great modding community ...
- Mon Oct 15, 2018 1:45 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 46202
Re: Self adjusting Kovarex based on demand
Ok my take:
1 tile wider than disentius but no combinators what mean it should be power loss resistant and also its u238 loss resistant.
kovarex.png
0eNrVWO2OoyAUfRd+60RAW9vsPsmmaazetmQUDeBkuo3vvqBd ...
1 tile wider than disentius but no combinators what mean it should be power loss resistant and also its u238 loss resistant.
kovarex.png
0eNrVWO2OoyAUfRd+60RAW9vsPsmmaazetmQUDeBkuo3vvqBd ...
- Sun Oct 07, 2018 8:19 am
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 46202
Re: Self adjusting Kovarex based on demand
Nothing challenging here. No need for combinators only simple circuit network. Limit your u235 buffer chest (use red X in chest UI) and it will block producing. If u dont want all 238 to convert - someone already mention use simple circuit for chest-inserter: work only if u238 is higher than X ...
- Sat Mar 31, 2018 1:45 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1145561
Re: Factorio Roadmap for 0.17+
For me its obligatory to make happen:
*switch to disable personal logistic (bots and logistic slots). Because sometimes player just want to dump all items.
*ghost building belts. They are superb on medium distances but its pain to build them.
*make something to never-ending alarms after bitters ...
*switch to disable personal logistic (bots and logistic slots). Because sometimes player just want to dump all items.
*ghost building belts. They are superb on medium distances but its pain to build them.
*make something to never-ending alarms after bitters ...
- Fri Feb 23, 2018 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Solution To Biters Destroying Power Poles
- Replies: 39
- Views: 16509
Re: Solution To Biters Destroying Power Poles
... Destroyed trains and power poles. Answer its big trains (i use 10loco+28mix wagons) behemoths gets run over without slowimg down. ...
WOW, this is so imprectical! Sure, it solves this single problem but it creates ten new problems. Maybe it would work in megabase but rather not earlier.
I ...