Search found 103 matches
- Tue Feb 09, 2021 5:20 pm
- Forum: Outdated/Not implemented
- Topic: Change landfilled area texture to something more gravel-like
- Replies: 5
- Views: 2377
Re: Change landfilled area texture to something more gravel-like
Indeed, the think took a 180Β° turn, from a dry NO, to implemented in-game. I'm happy with that.
- Fri May 01, 2020 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 44228
Re: Swap input on chemical factory
For thos who didn't knew they existed:
https://mods.factorio.com/mod/GDIW
https://mods.factorio.com/mod/fluid_permutations
https://mods.factorio.com/mod/omnimatter_permutation
https://mods.factorio.com/mod/GDIW
https://mods.factorio.com/mod/fluid_permutations
https://mods.factorio.com/mod/omnimatter_permutation
- Fri Mar 20, 2020 5:03 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101366
Re: Friday Facts #339 - Beacon HR + Redesign process
The building desing variation serves well and demands less resources in buildings like the Laboratory, the Rocket Silo and the Nuclear Reactor since the player builds a smaller a mmount of those
- Mon Oct 28, 2019 5:27 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52415
- Mon Oct 28, 2019 4:01 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52415
Re: Friday Facts #318 - New Tooltips
Personal Roboport tooltip is missing Logistic area
- Wed Oct 09, 2019 1:20 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 10311
Re: [MOD 0.15] Subterrain
Thanks a lot! I will test it later and give feedback
- Mon Sep 16, 2019 4:34 am
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71371
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Ahem...
Change landfilled area texture to something more gravel-like
viewtopic.php?f=71&t=65506
Finally!
Change landfilled area texture to something more gravel-like
viewtopic.php?f=71&t=65506
Finally!
- Sun Jul 28, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 329208
Re: Friday Facts #305 - The Oil Changes
I just came here to fully support all this throughly calculated changes to Oil processing. Many hardcore and veteran players reject them becasue they have a very fixated mind while planning ahead, and almost always play the same. But not only they are a minority, this changes will be welcome to new ...
- Fri Jun 14, 2019 4:18 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 29950
- Wed Mar 27, 2019 6:54 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 6563
Re: Personal batteries' output power
Are you suggesting to rebalance what the robots consume too? because, right now, with your suggestion of 1 battery = 6 solar panels, this makes for 6 x 30 KW = 180 KW per battery. And while on one hand NightVision only consumes 10 KW, so a single battery would be more than enough, a Mk1 RoboPort ca...
- Wed Mar 27, 2019 3:59 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 6563
Re: Personal batteries' output power
(I was joking.) I would be fine with personal batteries having, for all purposes, unlimited power. (As already mentioned, you can only use it for a fraction of second anyway - the big difference with accumulators, is that you cannot have an unlimited amount of batteries in your armor !) I'm more co...
- Tue Mar 26, 2019 11:06 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 6563
Re: Personal batteries' output power
wat. The extreme power limit means that your devices can always stay powered. Devices will drain whatever they need from the batteries and nothing more. This should have been obvious when it would make full MK2 battery depleted in 0.1 second when there is demand for power has no connection to the r...
- Tue Mar 26, 2019 8:49 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 6563
Re: Personal batteries' output power
I'm digging this one up as I think this needs to be balanced properly. The Mk1 battery has an output of 200MW and the Mk2, 1GW. With numbers this high, we end up with discussions like the one here in this thread. The personal fussion reactor should be really sought for if the player is looking for i...
- Tue Mar 26, 2019 7:12 pm
- Forum: General discussion
- Topic: Power drain, burner inserters, reflections and some
- Replies: 2
- Views: 1528
Power drain, burner inserters, reflections and some
I'm gonna start with a question: Why do burner inserters don't have power drain? Or in this case "fuel burning drain". Is it because they work on burning fuel? or is it becasue they are from the burning fuel tier? Why do the electric furnaces have power drain but the others don't? Why does...
- Fri Mar 15, 2019 9:41 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 36512
Re: Friday Facts #286 - Pollution cleanup
What I think is that all of you work too hard...
- Tue Mar 12, 2019 7:56 pm
- Forum: Implemented in 2.0
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 25595
Re: New types of rails (curves, s-curves ...)
I see that all topics dates back to 2015-2016. Are there any news on this major discussion? We still need better rails!
- Tue Mar 12, 2019 7:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Show inserter speed in tooltip
- Replies: 8
- Views: 3394
Re: [0.17.4] Show inserter speed in tooltip
And with modded angled inserters the numbers are also changed, not to mention with configurable long handed inserters
- Tue Mar 12, 2019 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 45030
Re: Offshore pump at start of game
My question was what happens when the ore is one pixel nearer the pick up line than the coal? In the past the burner inserter would pick up ore despite there being coal on the tile as well as ore because the ore was nearer the pickup point. It isn't only nearer. If the ore is slightly in front (by ...
- Wed Mar 06, 2019 7:42 pm
- Forum: Releases
- Topic: Version 0.17.6
- Replies: 29
- Views: 22598
Re: Version 0.17.6
Yeah, the auto-updater is still broken - but once you are registered on the website, you can download the whole game from here : http://www.factorio.com/download/experimental Yes, I know, I registered long time ago when I bought the game on GOG. That's the only way for us to test the latest experim...
- Wed Mar 06, 2019 7:25 pm
- Forum: Releases
- Topic: Version 0.17.6
- Replies: 29
- Views: 22598
Re: Version 0.17.6
Just checked, 17.2 is the latest I can get with GOGBlueTemplar wrote: βWed Mar 06, 2019 7:14 pm https://www.gog.com/forum/factorio/how_ ... sion_guide