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by FactorioParadox
Sat Apr 25, 2020 6:36 pm
Forum: Mods
Topic: [MOD 0.18.X] Paradox Tech (Early Alpha)
Replies: 4
Views: 2499

Re: [MOD 0.18.X] Paradox Tech (Early Alpha)

Just released 0.2.1 which brings the recipe overwrite fix from 0.3.0 to the 1.17 version.
by FactorioParadox
Mon Apr 13, 2020 12:03 am
Forum: Mods
Topic: [MOD 0.18.X] Paradox Tech (Early Alpha)
Replies: 4
Views: 2499

Re: [MOD 0.18.X] Paradox Tech (Early Alpha)

So I want to talk a little bit about my plans and stuff for Paradox Tech Metallurgy/Advanced Metal Processing: Currently, advanced metal ore processing works by melting down Ores in an Arc Furnace, giving you impure versions of their respective molten metal. This metal is then purified in a chem pla...
by FactorioParadox
Sat Apr 11, 2020 11:04 pm
Forum: Mods
Topic: [MOD 0.18.X] Paradox Tech (Early Alpha)
Replies: 4
Views: 2499

Re: [MOD 0.18.X] Paradox Tech (Early Alpha)

Version 0.3.0 is out! 0.3.0: Factorio Version: - Updated to 0.18 Slag Slurry: - Byproduct of refining molten metal. - Can be reprocessed to produce more molten metal after unlocking the respective tech. - Reprocessing slag slurry will have a byproduct in a future update. Recipes: - Smelting ores to ...
by FactorioParadox
Tue Apr 07, 2020 10:43 pm
Forum: Mods
Topic: [MOD 0.18.X] Paradox Tech (Early Alpha)
Replies: 4
Views: 2499

Re: [MOD 0.17.79] Paradox Tech (Early Alpha)

Version 0.2.0 is out now with some minor changes: Changelog: Arc Furnace: - Did graphics and sound pass. Clean Coal: - New technology allows you to unlock a recipe for cleaning coal. - Clean coal gives double the energy of regular coal and emits less pollution. - Cleaning coal also gives you a small...
by FactorioParadox
Mon Apr 06, 2020 2:51 am
Forum: Mods
Topic: [MOD 0.18.X] Paradox Tech (Early Alpha)
Replies: 4
Views: 2499

[MOD 0.18.X] Paradox Tech (Early Alpha)

Paradox Tech [/b] Download : https://mods.factorio.com/mod/ParadoxTech Description: Paradox Tech is a mod that aims to add new technologies, production chains, etc. to Factorio without completely overhauling the vanilla experience. At the moment, it doesn't offer much, but much more is planned down...
by FactorioParadox
Mon Nov 12, 2018 8:48 pm
Forum: PyMods
Topic: PyBlock (alpha)
Replies: 230
Views: 82430

Re: PyBlock (alpha)

How do you make stone in PyBlock?
by FactorioParadox
Sat Nov 10, 2018 3:37 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 41154

Re: The Problem With Pickaxes - Digging Out Factorio's Core

It took a while to read through everything but I am glad that this post got started. I feel similar to the OP with the direction of the game. Removal of system, mechanic, or idea for the sake of simplicity is not always a good thing. I think I might be in the middle of the road here though. I liked...
by FactorioParadox
Fri Nov 02, 2018 4:28 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 52592

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

For the entity tooltips, I think that info should be shown when you open the menu for the entity. I mean, in the second or two that we wait for the information to pop up, we could have opened the menu.
by FactorioParadox
Fri Sep 21, 2018 10:50 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 45402

Re: Friday Facts #261 - Performance + New player interaction

If you're going to have inserters highlight the entities that they are "connected" to, then I would suggest only highlighting the far side of belts that inserters are placing items onto so that it's better understood how they work with belts without needing to consult any external document...
by FactorioParadox
Fri Jun 15, 2018 7:07 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 21017

Re: Whats your current game goal?

I'm currently working towards military science so I can unlock tanks to more effectively deal with biters.
by FactorioParadox
Sun May 20, 2018 10:37 pm
Forum: General discussion
Topic: Bigger inventory
Replies: 7
Views: 6195

Re: Bigger inventory

zOldBulldog wrote:I would swear my inventory became bigger as I did research. I think more than once.
There is a research that adds a second layer to the hot bar, but that's about it.
by FactorioParadox
Mon May 14, 2018 9:18 pm
Forum: General discussion
Topic: Can I stay with 0.15 on Steam after full release?
Replies: 13
Views: 5041

Re: Can I stay with 0.15 on Steam after full release?

I learned to cope with 0.16 map generation, but it is annoying/unpleasant. In particular cliffs, how fragmented water is, but more than anything the poor resources no matter what you choose during map generation. I figure that if I choose the options for "a lot of resources" I must have a...
by FactorioParadox
Wed Feb 21, 2018 8:20 pm
Forum: Ideas and Suggestions
Topic: Trains ignore stop if wait condition already met
Replies: 9
Views: 5460

Re: Trains ignore stop if wait condition already met

What about the "wait x seconds" condition?
by FactorioParadox
Wed Feb 21, 2018 2:49 am
Forum: General discussion
Topic: 2 screen questions
Replies: 6
Views: 3401

Re: 2 screen questions

Doesn't your computer have built-in screenshot capabilities? For example, Windows 10 computers can take a screenshot of the window itself (not the borders, just the contents) when you press [Win] + [PrtSc].
by FactorioParadox
Sat Feb 17, 2018 5:13 pm
Forum: General discussion
Topic: Why not Qt?
Replies: 5
Views: 3723

Re: Why not Qt?

Personally, I'd rather they write everything themselves because it means they can tailor it exactly to their needs.
by FactorioParadox
Wed Feb 14, 2018 11:49 pm
Forum: Spread the Word
Topic: The Best Factorio Steam Review
Replies: 7
Views: 7215

Re: The Best Factorio Steam Review

Hi. Im a new player too. I intend to leave a v good review too. I downloaded Friday night, as I had a wet, cold weekend to look forward to. I wanted a strategy game to keep me entertained. Came across this. Come Sunday night, last night, it was time for bed before I knew it. What an addictive, yet ...
by FactorioParadox
Wed Feb 14, 2018 11:47 pm
Forum: Spread the Word
Topic: The Best Factorio Steam Review
Replies: 7
Views: 7215

Re: The Best Factorio Steam Review

olafthecat wrote:
FactorioParadox wrote:That was an amazing review. Now, if you'll excuse me, I'm going to curl up into the fetal position and rock back and forth while the rhythmic clanking of machines fuels my ascent into madness.
Surely you meant Descent?
No, because I was talking about Factorio Paradise.
by FactorioParadox
Wed Feb 14, 2018 11:44 pm
Forum: Ideas and Suggestions
Topic: Roads/streets as steering guide. Cars will try to stay on it
Replies: 10
Views: 5917

Re: Roads/streets as steering guide. Cars will try to stay on it

Maybe have it as a toggle as opposed to being always on but allowing you to break free because with your suggestion it would still be possible to accidentally drive off the road.
by FactorioParadox
Wed Feb 14, 2018 10:52 pm
Forum: Show your Creations
Topic: 16.16 Ore smelting to fully compressed blue belts
Replies: 6
Views: 9508

Re: 16.16 Ore smelting to fully compressed blue belts

That's part of my "belt compressor" setup in 16.23. 72 furnaces with speed3 modules, in one column, are working 100% of time, giving 2 fully compressed blue belts, as before, not using any more space. Just placed two underground belt lines, under the inserters, and add splitters with prio...
by FactorioParadox
Wed Feb 14, 2018 8:12 pm
Forum: Show your Creations
Topic: Not a bad foundry/smeltery for early game
Replies: 2
Views: 3293

Re: Not a bad foundry/smeltery for early game

Neat design - but if you flip the middle row around you can output copper plates on the same belt that services the first row, loading up both sides and eliminating the need for a balancer at the end. Leave some room at the end so you can extend it to 16 smelters per row once you get access to fast...

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