Is there a way to make a 3way rail intersection that will give priority to the traffic that is currently on a straight line instead of merge/turn ? i.e. forcing merging to wait. I want to have many subbases and I can afford for them to wait for their free slot on a "highway".
But currently a train ...
Search found 18 matches
- Sun Jan 19, 2025 10:12 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1946
- Views: 642168
- Thu Sep 10, 2020 4:40 pm
- Forum: PyMods
- Topic: Py Land Block (alpha)
- Replies: 8
- Views: 4061
Re: Py Land Block (alpha)
If you have Py latest versions (as of today) loaded with pylandblock, pycoalprocessing will crash in data-final-fixes.lua, if you have in global settings set "override default resource generation".
- Sun Mar 15, 2020 3:53 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.18] Sea Block Pack 0.4.4
Can we talk about power generation a bit?
Just decided to scrap my save on 0.17 and try SB on 0.18 and saw that Tier 1 Recipe for Green Algae was nerfed to produce brown algae "waste". Okay, sure, but then I compared charcoal recipe in helmod using Tier 1 green algae and Tier 1 (which use CO2) - to ...
Just decided to scrap my save on 0.17 and try SB on 0.18 and saw that Tier 1 Recipe for Green Algae was nerfed to produce brown algae "waste". Okay, sure, but then I compared charcoal recipe in helmod using Tier 1 green algae and Tier 1 (which use CO2) - to ...
- Mon Jan 22, 2018 9:01 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.15] Sea Block Pack 0.1.7
Okay, the wooden brick stuff is really broken. You cannot make additional power poles withut them. and you supposed to advance until green science to fix that? With reduced landfill and everything this will be a painful grind
- Sun Jan 21, 2018 3:33 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.15] Sea Block Pack 0.1.7
So I have tried new seablock with 0.16 and all updated mods and I can say that the new start is really insteresting, I really miss the SCT and and I think we need to have more (MUCH MORE) landfill at the start as this is the main bottleneck right now for which I have to idle, which is boring
- Thu Jan 18, 2018 4:21 pm
- Forum: Angels Mods
- Topic: Changelog & Updates?
- Replies: 0
- Views: 1245
Changelog & Updates?
A question to ArchAngel: are you planning on keeping changelogs on mod portal up to date? It is very helpful to keep track of the stability of the release by tracking the changelog, see if it was a major or a minor release, see is it worth starting a new playthrough after an update, see whether some ...
- Sun Jan 14, 2018 6:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.15] Sea Block Pack 0.1.7
Sure, SCT adds a lot more interesting complexity to the modpack. Is there any donate button to help/accelerate modpacks balancing and development? ^^
- Sun Jan 14, 2018 2:26 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.15] Sea Block Pack 0.1.7
is there any schedule when newly updated sea block pack for 0.16 goes from playtest to stable? I tried it and I really like the progression in early game. I also think maybe SCT can be left out too
- Fri Oct 27, 2017 4:12 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1136706
Re: [0.15] Sea Block Pack 0.1.6
can we remove science tweak for this modpack? it feels incredibly unbalanced for this setting.
- Fri May 22, 2015 5:49 pm
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 37985
Re: Friday Facts #87 - Visitors
The pollution from your development has already reached germany and spawners have already sent ssilk. I suggest you research some defence
- Mon May 18, 2015 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Difficulty level
- Replies: 9
- Views: 4992
Re: Difficulty level
And if you want total awesomeness in difficulty options, replace the fixed hardcoded values by 4 slider bars (for red, green, blue and purple science), with 3 presets (easy, vanilla, hard), and let the user the ability to customize if he wants.
Holy cow! I am voting for you to become president of ...
Holy cow! I am voting for you to become president of ...
- Mon May 18, 2015 11:52 am
- Forum: Ideas and Suggestions
- Topic: Difficulty level
- Replies: 9
- Views: 4992
Re: Difficulty level
I'd imagine :
for normal difficulty : as vanilla for everything
for easy difficulty : all items need 25% less ressources to be crafted (if more than 4 of one type are needed
for hard difficulty : all red science recipes need as vanilla, all green science recipes need 25% more ressources, blue ...
- Mon May 18, 2015 11:24 am
- Forum: Ideas and Suggestions
- Topic: Difficulty level
- Replies: 9
- Views: 4992
Re: Difficulty level
Ah, now I understood.You mean to change the endgame-recipes.
Hm. Might be an option. But I recommend to make you the afford and calculate it through for some recipes. Use the tools https://forums.factorio.com/forum/viewforum.php?f=69
and calculate it through, for example for the blue modules ...
Hm. Might be an option. But I recommend to make you the afford and calculate it through for some recipes. Use the tools https://forums.factorio.com/forum/viewforum.php?f=69
and calculate it through, for example for the blue modules ...
- Mon May 18, 2015 9:57 am
- Forum: Ideas and Suggestions
- Topic: Difficulty level
- Replies: 9
- Views: 4992
Re: Difficulty level
In my opinion, building and maintaining large scale factories is difficult. If (as a prerequisite) you will need a lot MORE (in comparison to a baseline, for instance) of resources to advance in the endgame, it will force you to build big and maintain big, thus increasing difficulty of the game. And ...
- Mon May 18, 2015 7:37 am
- Forum: Ideas and Suggestions
- Topic: Difficulty level
- Replies: 9
- Views: 4992
Difficulty level
With the upcoming endgame content it would be wise to introduce some interestint difficulty concept, because every one of us likes to build different sized factories (from small tiny compact ones, to crazy big laggy ones) - and this should be an equally rewarding experience for everyone.
My ...
My ...
- Sat Feb 14, 2015 2:03 pm
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 48608
Re: Friday Facts #73 Minds versus bytes.
This is a very nice idea you have here, @kovarex, but I must warn you: you MUST give additional layer of "abstraction" to the player in order to keep game fun. What I mean by that:
I suppose you will need at least few rocket launches to succeed. In order to do that, you will need a shitloads of ...
I suppose you will need at least few rocket launches to succeed. In order to do that, you will need a shitloads of ...
- Thu Feb 05, 2015 7:36 pm
- Forum: General discussion
- Topic: Merging mods into vanilla game?
- Replies: 2
- Views: 2125
Re: Merging mods into vanilla game?
Awesome! Thanks
- Thu Feb 05, 2015 6:06 pm
- Forum: General discussion
- Topic: Merging mods into vanilla game?
- Replies: 2
- Views: 2125
Merging mods into vanilla game?
Hi,
I haven't bought the game yet, but surely planning to do so. I've watched a LOT of letsplays and the only thing that stops me from playing the game myself is the absence of some "vital" (pure subjective opinion here) things for the endgame, like:
bigger train wagons/oil tanker wagon
semi ...
I haven't bought the game yet, but surely planning to do so. I've watched a LOT of letsplays and the only thing that stops me from playing the game myself is the absence of some "vital" (pure subjective opinion here) things for the endgame, like:
bigger train wagons/oil tanker wagon
semi ...