Search found 272 matches
- Wed Nov 21, 2018 10:41 am
- Forum: Modding help
- Topic: some questions for the modder here
- Replies: 8
- Views: 1574
some questions for the modder here
Hello, as i try to do some modding i have a few questions (asking them before trying in vain, because it don't is possible) * can a inserter generated, with a hard wired filter ? * can belts be made using/giving electricity ? * is it possible to have a secund rail-system (i have seen a categroy rail...
- Mon Nov 19, 2018 9:09 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 86118
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Albeit the gfx looks very good, i did not have any problem with the 'old' But the cut out of the underground-belt to feed the sideloading looks very like : shit, i need to make a hot fix cut out into the panel :lol: I would have found it more convincing when then undergound belt is only half the siz...
- Wed Nov 14, 2018 4:15 pm
- Forum: Questions, reviews and ratings
- Topic: expansion of the game from vanilla
- Replies: 5
- Views: 2332
Re: expansion of the game from vanilla
Yeah, something like that bob-light or halfed..... :lol: I decided to give it a little stab at modding myself....... :oops: I try not to break the base mod, more of an extension based on...... Thought i will include some little changes which will fill some holes in the base mod. I don’t know how far...
- Sun Nov 11, 2018 10:07 am
- Forum: Ideas and Suggestions
- Topic: train-station-signaling
- Replies: 0
- Views: 542
train-station-signaling
TL;DR add a signal-lamp atop the trainstation What ? As its somewhat difficult to see the light of the trainstation if its enabled or not i would suggest to place the signal not on the side (like currently and in reality). Place it atop the station like a beacon-light so that its visible from every...
- Sat Nov 10, 2018 5:32 pm
- Forum: Questions, reviews and ratings
- Topic: expansion of the game from vanilla
- Replies: 5
- Views: 2332
expansion of the game from vanilla
The jump von vanilla to one of the big mod seems very far for me so i wanted to ask the comunity if there is/are some mods which steps in between the vanilla and on of the big mods (like bobs, 5dims, angels,.....)
I just could not find anything fittin......
I just could not find anything fittin......
- Fri Nov 02, 2018 2:59 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 48950
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Nice that we can blow up cliffs in the future... But i feel the thinking about explosion-range somewhat complicated. I would have gone this way : Define a cliff-explosives, fitting a single cliff-tile, so that a robot don't need to ask themself of explosionradius of other robots....... --> Robot can...
- Thu Nov 01, 2018 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Steam age
- Replies: 25
- Views: 9268
Re: Steam age
This is exactly what I think. Different people have different potential skill, and different taste for difficulty. Some people find Dark souls too easy and mod it to make it harder. Some others will never even pass the first opponent. I don't think Factorio should be targeted to the most hardcore p...
- Wed Oct 31, 2018 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Steam age
- Replies: 25
- Views: 9268
Re: Steam age
I would also like a expansion oft he game, while i feel its not entirely fitting in a futuristic game. But otherwise what else have the lone space farer at disposal when crashing on an alien planet....... 8-) But I think such a steam age could be realatively simple to achieve. • Define a fluid dubbe...
- Sun Oct 28, 2018 8:15 am
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 15823
Re: Artillery train nest clearing strategy
I’m currently playing around with adding segmented roboports to my train blueprints so that I can remotely push into biter territory. It’s tricky, but it’s going to be awesome if I can pull it off. ;) I currently try this also and my conclusion is : You need obvoiusly to include a roboport and rada...
- Thu Oct 25, 2018 9:15 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 34229
Re: New Achievement Ideas
Another achievment idea could be 'lawn mower' - in case you manage to mow down a certain high number of biter-Nests in a given time, say one minute...
- Thu Oct 25, 2018 8:34 am
- Forum: Railway Setups
- Topic: Self Assembling Stations and Trains that don't need to be Scheduled.
- Replies: 25
- Views: 17723
Re: Self Assembling Stations and Trains that don't need to be Scheduled.
currently experimenting with an automatic rail-building and solar fields. How do you do automatic rail-building? With a mod? you can place a blueprint in the map if its visible by radar... So just setup a delivery station with all needed things (Rails, Powerpoles, Signals, Stations, Roboports, Rada...
- Wed Oct 17, 2018 8:00 am
- Forum: Railway Setups
- Topic: Self Assembling Stations and Trains that don't need to be Scheduled.
- Replies: 25
- Views: 17723
Re: Self Assembling Stations and Trains that don't need to be Scheduled.
Thats a nice methode.... I have a similar approach, but only for a artilery train position defended by a bunch of lazers. -> so less things to transport I don't use a on-site approach of building the station, becaus my base will supply the needed bits over the course of time. currently experimenting...
- Sun Oct 14, 2018 8:54 am
- Forum: Ideas and Suggestions
- Topic: insert overflow parts into chest
- Replies: 33
- Views: 7279
- Thu Oct 11, 2018 1:54 pm
- Forum: Ideas and Suggestions
- Topic: insert overflow parts into chest
- Replies: 33
- Views: 7279
insert overflow parts into chest
TL;DR When removing an assember, place overflow (or all) intregients in chests instead of on the surface What ? often when removing an assembler in later game with very much intregents they don't fit into the user storage. so if the user carry some chests, remove the assembler and for overflow intr...
- Wed Oct 10, 2018 10:09 pm
- Forum: Railway Setups
- Topic: Automatic Train Cyclotron
- Replies: 9
- Views: 7183
- Wed Oct 10, 2018 7:32 pm
- Forum: General discussion
- Topic: Making my first Mega Base - The Setup
- Replies: 11
- Views: 9055
Re: Making my first Mega Base - The Setup
So, i was at the just same point... And i resolved to : 1. Play with the existing map further and expand 2. i try out some mods which i find interessting, but are not changing the Base game 3. i try out some production / transportation concepts - currently playing with some bots for automatic expans...
- Wed Oct 10, 2018 8:06 am
- Forum: Gameplay Help
- Topic: Bus or Train
- Replies: 3
- Views: 3932
Re: Bus or Train
As above mentioned. i would build onsite a train-station which will get the ore from the patch and feed it to the smelter array. by 1-4-1. if sometime you don't know what to do or the need for ore will expand open additional ore patches and feed them similar to the smelter. So in this way you only n...
- Mon Oct 08, 2018 4:21 pm
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4177
- Mon Oct 08, 2018 1:44 pm
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4177
Re: Train sheduling
I use a negative-means-want convention, so I'd have a constant combinator with how much of each item I want as a minimum buffer, -100 green wires and so on, wire that up to all the chests and a single Anything < 0 decider to call for a refill train. Thats a nice idea - but you have to adjust every ...
- Mon Oct 08, 2018 10:15 am
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4177
Re: Train sheduling
i found a little loop hole in it.
If a chest is totally empty there is no signal so the rail signal will not open due to waiting for a signal
so i added some deciders which will thow a signal if a chest is empty.... seems to work now....
If a chest is totally empty there is no signal so the rail signal will not open due to waiting for a signal
so i added some deciders which will thow a signal if a chest is empty.... seems to work now....