Search found 80 matches

by BLuehasia
Sun May 12, 2019 6:37 pm
Forum: Questions, reviews and ratings
Topic: Help me find this mod
Replies: 4
Views: 486

Re: Help me find this mod

It looks like it could be but no that wasnt the mod sadly. they looked like mini regularly assemblers and this mod was able to work with other mods like bobs assemlbers and added mini versions of the extra tiers. and also these mini assemblers could only craft copper wire and green, red and blue cir...
by BLuehasia
Sun May 12, 2019 5:29 pm
Forum: Questions, reviews and ratings
Topic: Help me find this mod
Replies: 4
Views: 486

Help me find this mod

I used this mod in version 16 of the game it let you build 2x2 assemblers that could only craft cables and circuit boards but for the life of me i can not remember where it came from.

Thank you
by BLuehasia
Sat Jun 16, 2018 4:53 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 27148

Re: Friday Facts #247 - Pricing and its exploits

I am excited for Satisfactory, but with all 3d rendered games it can be taxing on the pc and massive bases can lag the system. i think factorio will have that beat since the game doesnt have to render a 3d engine also. i just can not see megabases in Satisfactory like we can build in factorio and es...
by BLuehasia
Fri Jan 05, 2018 7:34 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127740

Re: Friday Facts #224 - Bots versus belts

belts just can not compete with the throughput bots can do. bots just can bring items faster (with 100s of bots)

if i were to build a belt only base i would want means to transport items faster and more item types to locations. also insertions would need to be faster
by BLuehasia
Thu Dec 28, 2017 10:44 pm
Forum: Duplicates
Topic: lights on and off times change?
Replies: 8
Views: 1201

Re: lights on and off times change?

also moderator now that you merged my two post i was trying to tagg the other person to get him to reply. what do you have against me and getting my issue i have with the game being addressed in its own thread and not having to hi jack another thread that's based on a different topic
by BLuehasia
Thu Dec 28, 2017 10:41 pm
Forum: Duplicates
Topic: lights on and off times change?
Replies: 8
Views: 1201

Re: lights on and off times change?

Indeed. [Koub] Moved to duplicates No reply at all?? you have not responded and just ignored that i have stated my issue has nothing to do with staggering lights. how you are acting and ignoring me I am getting the impression i should Hi jack the forum post you claimed i am duplicating to take it o...
by BLuehasia
Tue Dec 26, 2017 11:06 pm
Forum: Duplicates
Topic: lights on and off times change?
Replies: 8
Views: 1201

Re: lights on and off times change?

Indeed. [Koub] Moved to duplicates This is a known issue. https://forums.factorio.com/viewtopic.php?f=7&t=54850 that topic is more about lights turning off and on at a stagger. mine is about the lights turning on when its already really dark and turn off before the sun rises? a few poeple brought i...
by BLuehasia
Tue Dec 26, 2017 9:19 pm
Forum: Duplicates
Topic: lights on and off times change?
Replies: 8
Views: 1201

lights on and off times change?

it seems now in .16 the times the lights turn on and off have changed for the worse. they turn on really late and it's hard to see and they turn off really early as it is still dark.
by BLuehasia
Sun Dec 24, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: More realistic power grid
Replies: 1
Views: 422

More realistic power grid

TL;DR more realistic power grid. voltage tiers, amperage tiers, step up/down transformers, breakers, voltage drop What ? One aspect of the game i really love to see worked and refined is the power grid. atm it just lets infinite amount of power through a single power line. in real world situation t...
by BLuehasia
Sun Dec 24, 2017 6:11 pm
Forum: General discussion
Topic: Thoughts on Factorio and how I would make it better...
Replies: 41
Views: 6804

Re: Thoughts on Factorio and how I would make it better...

Biters are biters. there role in the game is to stop you. that's it plain and simple. the devs have given us the choice to how much they spawn or removing them completely so if you are not a fan of them then dont have them. me personally for my train world maps, I turn off evolution over time, lower...
by BLuehasia
Sun Dec 24, 2017 5:04 pm
Forum: General discussion
Topic: Dev team should set up a Ko-Fi
Replies: 3
Views: 870

Dev team should set up a Ko-Fi

i would send tips via ko-fi for the dev team. seriesly i gotten over 1000 hours of enjoyment from this game so far and the team is still working on it years later after i made my purchase.

https://ko-fi.com/ do it. take my tip!

ps i do not want to buy the music download on steam.
by BLuehasia
Sun Dec 24, 2017 4:59 pm
Forum: General discussion
Topic: 1K Club
Replies: 5
Views: 1306

Re: 1K Club

the problem is pre steam it never tracked our hours. so those of us before steam have un accounted hours of play
by BLuehasia
Sun Dec 24, 2017 4:34 pm
Forum: General discussion
Topic: Please make trains able to run over evolved aliens
Replies: 60
Views: 11672

Re: Please make trains able to run over evolved aliens

not sure what OP has an issue with. when i build my two way train tracks i put lasers in the center so any times biters try to cross the tracks or attack a train they are shoot down, and every outpost is heavily defended. bad photo from my .15 game but can all my tracks interconnecting bases have la...
by BLuehasia
Thu Dec 21, 2017 8:03 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 32358

Re: Version 0.16.7

I am glad that is removed the different fluids on the wagons XD

posting to counter all those that are upset. i haven't met a person that used them as different fluid types

if i needed a stop to have more than one fluid i made a different train stop per fluid type
by BLuehasia
Wed Jun 14, 2017 12:00 am
Forum: Gameplay Help
Topic: fluid transporting short distance
Replies: 6
Views: 1136

Re: fluid transporting short distance

i have two pipes each with their own outputs and inputs into storage tank on each end, but the final destination says it has 10 or 0 pressure and it fills so slow
by BLuehasia
Tue Jun 13, 2017 7:12 pm
Forum: Gameplay Help
Topic: fluid transporting short distance
Replies: 6
Views: 1136

Re: fluid transporting short distance

putting pumps at the source did not change the pressure input at the end side for my longer distance tanks

i circled in green on right the source tanks, on left is the end tanks i want to fill
https://prnt.sc/fjdsmv
by BLuehasia
Tue Jun 13, 2017 7:04 pm
Forum: Gameplay Help
Topic: fluid transporting short distance
Replies: 6
Views: 1136

Re: fluid transporting short distance

ok ill try pumps at source now, i always thought it didn't matter
by BLuehasia
Tue Jun 13, 2017 3:16 pm
Forum: Gameplay Help
Topic: fluid transporting short distance
Replies: 6
Views: 1136

fluid transporting short distance

transporting fluid like petroleum a short distance maybe 100-200 pipe segments away seem to really bog down the flow. i have one of bobs mod that adds more pipes(no tungsten pipes though) im just having issues trying to get good flow of petroleum to some tanks that are are100-200 pipe segments away ...
by BLuehasia
Sun Jun 11, 2017 12:10 am
Forum: General discussion
Topic: too lazy to explore
Replies: 21
Views: 3440

Re: too lazy to explore

get mods like big brother mod
by BLuehasia
Wed Jun 07, 2017 7:28 pm
Forum: General discussion
Topic: Logistic Network Needs to be smarter
Replies: 44
Views: 6357

Re: Logistic Network Needs to be smarter

I also want the ability to have more than one network within a network

so the robo ports going along the train tracks dont link up with the outpost bases and my main base. so the robo ports on the train tracks can keep the tracks maintained from biter attacks

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