Search found 63 matches
- Mon May 18, 2015 9:04 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 108678
Re: Introducing NARMod 2.1
Man, great fast intro to mod on those screenshots. Good job, sir \\('_' )
- Mon May 04, 2015 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Smart chests / better networking
- Replies: 22
- Views: 8343
Re: Smart chests / better networking
Smart chest... I'd love to be able to do on smart chest that cargo wagon/toolbelt thing, where you reserve one spot for exactly one item
- Fri May 01, 2015 8:55 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
if you want, you can send me Theocrafting also as pdf or per pm ... so i can patch the parts to a book if you want ... like >example<
and of course link this to first page (but this means not much more read)
After I'll finish all parts I'm gonna to send you it again in another file. For now I'm ...
and of course link this to first page (but this means not much more read)
After I'll finish all parts I'm gonna to send you it again in another file. For now I'm ...
- Fri May 01, 2015 2:42 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
Theorycrafting Saturday
Part 3.1 In-depth Profits From War part 1
I counted beacons hitting only 1 building each, so in more clever designs you can get even better results.
I used 1 beacon per Crusher, 2 beacons per PFW Factory and 2 beacons per Trade Node
Modules with 40% energy reduction are ...
Part 3.1 In-depth Profits From War part 1
I counted beacons hitting only 1 building each, so in more clever designs you can get even better results.
I used 1 beacon per Crusher, 2 beacons per PFW Factory and 2 beacons per Trade Node
Modules with 40% energy reduction are ...
- Tue Apr 28, 2015 10:45 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 190244
Re: Count to 1,000,000
10^2 + 13^2 = 269
Why those numbers? Because it's good idea to have 13 boilers for each 10 steam engines.
Why those numbers? Because it's good idea to have 13 boilers for each 10 steam engines.
- Mon Apr 27, 2015 7:07 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 606
- Views: 346367
Re: Thank you (Make the dev-team happy today!)
Thank you fellow Factorio makers!
- Mon Apr 27, 2015 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Randomness
- Replies: 5
- Views: 3519
Re: Randomness
And randomness - see the threads about generating maps (cause maps are pure random in Factorio and that is the problem with them) - doesn't guarantee a good game-play, sometimes the opposite is the case!
I played on like 6 different generation settings and another 6 times with like resource ...
I played on like 6 different generation settings and another 6 times with like resource ...
- Mon Apr 27, 2015 1:22 am
- Forum: Ideas and Suggestions
- Topic: Randomness
- Replies: 5
- Views: 3519
Re: Randomness
TY ssilk, those are good suggestions. But as I said, reason of this post is not to suggest features, but general element of game that I think is not used much. That was the reason I wanted to make another post about it.
- Sun Apr 26, 2015 4:48 pm
- Forum: Mods
- Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
- Replies: 11
- Views: 12985
Re: [MOD 0.11.21] Central Boxing ver. 1.0.0
Strange, I don't have this error even with wrong file name
If it's not working for someone else also, I'll reupload it.
If it's not working for someone else also, I'll reupload it.
- Sun Apr 26, 2015 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Randomness
- Replies: 5
- Views: 3519
Randomness
So at current stage there is not a lot of randomness in-game.
It could be said that it's development choice, and I'm not saying it's wrong idea.
I'm looking forward to new rockets system (*_* )
My opinion about game:
But the problem is, that Factorio does not have a great replay value.
(Mods are ...
It could be said that it's development choice, and I'm not saying it's wrong idea.
I'm looking forward to new rockets system (*_* )
My opinion about game:
But the problem is, that Factorio does not have a great replay value.
(Mods are ...
- Sun Apr 26, 2015 3:47 pm
- Forum: Implemented mod requests
- Topic: [Request] Fluid Temperature
- Replies: 2
- Views: 4335
[Request] Fluid Temperature
If it's possible I'd like to have option of choosing output temperature for fluid recpies.
For example: recipe that takes 20 water and 1 coal and outputs 20 water with set temperature of 100.
I saw modders solution, which is accesing output fluid box in some fashion, but it's more expensive ...
For example: recipe that takes 20 water and 1 coal and outputs 20 water with set temperature of 100.
I saw modders solution, which is accesing output fluid box in some fashion, but it's more expensive ...
- Sun Apr 26, 2015 3:41 pm
- Forum: Balancing
- Topic: Inserter item stack size bonus
- Replies: 8
- Views: 11689
Re: Inserter item stack size bonus
Hm, about orginal problem. Solution already exists - there are like 3 different Boxing mods, that let you use belts much more efficient (but robots also) and they all have different drawbacks. In short: They are like oil barrels, but for items.
About solar power issue. Problem is not about how free ...
About solar power issue. Problem is not about how free ...
- Sun Apr 26, 2015 3:28 pm
- Forum: Mods
- Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
- Replies: 11
- Views: 12985
Re: [MOD 0.11.21] Central Boxing ver. 1.0.0
New version 1.0.1 added in main post.
- Sun Apr 26, 2015 9:22 am
- Forum: Mods
- Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
- Replies: 11
- Views: 12985
Re: [MOD 0.11.21] Central Boxing ver. 1.0.0
I still haven't had a chance to test this out for balance but I really like it. It feels powerful but takes time to get running.
The only thing I don't like so far is the number of steps it takes to recycle boxes. Really, it seems like it would just increase the size of the recycling center ...
The only thing I don't like so far is the number of steps it takes to recycle boxes. Really, it seems like it would just increase the size of the recycling center ...
- Sat Apr 25, 2015 9:56 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
If you drain Mechanical Power too fast from GearBox it does not heat it up to 200 :(
For now I'm trying to count how much machines I can put so gearbox is working without temperature fail.
Edit:
Currently none of Mechanical Power recipes is efficient. At most I reached like 56% efficiency
Another ...
For now I'm trying to count how much machines I can put so gearbox is working without temperature fail.
Edit:
Currently none of Mechanical Power recipes is efficient. At most I reached like 56% efficiency
Another ...
- Fri Apr 24, 2015 11:06 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
Help needed - Not sure if that's because of patch 11.22 or something, but GearBox is not working properly -.-
Edit: GearBox is working only if mechanical force is staying in it's output buffer -> If we use more force then Gearbox can produce it'll stop working.
Edit: GearBox is working only if mechanical force is staying in it's output buffer -> If we use more force then Gearbox can produce it'll stop working.
- Fri Apr 24, 2015 6:16 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
Theorycrafting Saturday
Part 2 Energy production after Blue Science!
-------------
Blue Science and Purple Science
-------------
Power Setups:
Rensuir Turbine + Obnisk AM for a total of 121,5% efficiency
Possible Fuels:
Top tier "Simple v2.0" Reputation->Fuel Cell C - Very big energy gain, but very ...
Part 2 Energy production after Blue Science!
-------------
Blue Science and Purple Science
-------------
Power Setups:
Rensuir Turbine + Obnisk AM for a total of 121,5% efficiency
Possible Fuels:
Top tier "Simple v2.0" Reputation->Fuel Cell C - Very big energy gain, but very ...
- Fri Apr 24, 2015 5:07 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
your post reminds me to update my website
Can you link your website?
i suggest cimota->wood->gas->cimota cycle against the coal-oil-cycle.
What do you mean? I use Coal->Oil to make Solid Fuel, as it's very efficient.
Cimota->wood->gas->Cimota is very simple, but you need chemical plants(green ...
Can you link your website?
i suggest cimota->wood->gas->cimota cycle against the coal-oil-cycle.
What do you mean? I use Coal->Oil to make Solid Fuel, as it's very efficient.
Cimota->wood->gas->Cimota is very simple, but you need chemical plants(green ...
- Fri Apr 24, 2015 12:01 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 655276
Re: Yuoki Industries 0.2.27 (11.17+)
Theorycrafting Saturday
Part 1 Energy production before Blue Science!
I don't use modules/beacons in this part!
-------------
No Science
-------------
Power Setups:
Normal Boiler + YI Steam Generator for total of 52,5% efficiency
Possible Fuels:
Coal + Wood
-------------
Red Science ...
Part 1 Energy production before Blue Science!
I don't use modules/beacons in this part!
-------------
No Science
-------------
Power Setups:
Normal Boiler + YI Steam Generator for total of 52,5% efficiency
Possible Fuels:
Coal + Wood
-------------
Red Science ...
- Thu Apr 23, 2015 11:49 pm
- Forum: Modding help
- Topic: Non-rechargeable Battery Equipment
- Replies: 2
- Views: 1531
Re: Non-rechargeable Battery Equipment
What about making battery not refill anymore after it has charged to max once?