Search found 253 matches

by MalcolmCooks
Sun Mar 18, 2018 7:42 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 65
Views: 127753

Re: Songs to Factorioize by

I've been expanding my Factorio playlist and it's now 34 hours of music
It contains:

Daniel James Taylor (Factorio OST)
Boards of Canada
C418 (selected tracks from Minecraft OST)
Circlesquare
Kraftwerk
Stranger Things OST by Kyle Dixon & Micheal Stein
New Order
Nine Inch Nails - Year Zero ...
by MalcolmCooks
Wed Feb 21, 2018 10:45 pm
Forum: General discussion
Topic: Flamethrower ammo for turrets
Replies: 15
Views: 10018

Re: Flamethrower ammo for turrets

Deadly-Bagel wrote:
MalcolmCooks wrote:Would be cool if there was a flamethrower turret on the tank or something
There...is...?
Oh, worm?
by MalcolmCooks
Sat Feb 17, 2018 11:18 pm
Forum: Gameplay Help
Topic: Changing tree density in .16
Replies: 2
Views: 1944

Changing tree density in .16

I know .16 adds a whole set of new options to change the terrain generation, including trees, but I haven't really taken the time to experiment with exactly how they affect the terrain (I prefer to play stable release). Is it possible to reduce the density of trees in forests without actually making ...
by MalcolmCooks
Fri Feb 16, 2018 5:50 pm
Forum: Ideas and Suggestions
Topic: Mass Artillery Fire
Replies: 2
Views: 2197

Re: Mass Artillery Fire

definately
it's annoying that one remote = one shot
by MalcolmCooks
Thu Feb 15, 2018 11:01 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 80336

Re: Electric Locomotives

I think the next step in the evolution of electric locomotives would be big accumulator packs.
Maybe design a locomotive without "ordinary" fuel and use a large accumulator instead.
So without the need to modify all the train tracks the Devs might think about it.
(there are also opportunities to ...
by MalcolmCooks
Thu Feb 15, 2018 6:09 pm
Forum: General discussion
Topic: trains, bridges and improvements to the rail system
Replies: 33
Views: 24637

Re: trains, bridges and improvements to the rail system

One thing people always forget about is that trains (irl) are REALLY REALLY bad at handling gradients. Okay so the trains don't really obey real world physics especially turning corners, but to have any kind of elevated or underground track the gradient up/down to that part would have to be stupidly ...
by MalcolmCooks
Thu Feb 15, 2018 5:51 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 67318

Re: So... Let's talk about bots, and how to fix them properly...

The problem as explained to me, is that when feeding into a chest, belts max out at being able to feed into three sides, and one out, while bots have no limits at all in their ability to access the chests. So you can have an infinite number of bots interacting with the chests.

There is 1 simple ...
by MalcolmCooks
Thu Feb 15, 2018 5:05 pm
Forum: General discussion
Topic: Flamethrower ammo for turrets
Replies: 15
Views: 10018

Re: Flamethrower ammo for turrets

Nah I think it's good that the different types of turrets all need different logistical considerations. I do wish there was more use for flamethrower ammo though, because although I do use the flamethrower a lot for burning down forests and biter nests (it's SO GOOD against biter nests in the early ...
by MalcolmCooks
Thu Dec 22, 2016 9:07 pm
Forum: Resource Spawner Overhaul
Topic: Effective exploration with RSO mod
Replies: 4
Views: 3386

Re: Effective exploration with RSO mod

regarding the absence of coal in your world: You can change the relative frequency of different resources in the vanilla_resources config file.

also, I was looking at mods that can help with exploration on RSO and made my own version of RSO radar/radarplus: https://mods.factorio.com/mods ...
by MalcolmCooks
Sat Dec 17, 2016 11:38 pm
Forum: Resource Spawner Overhaul
Topic: Disabling trees from map gen
Replies: 4
Views: 3643

Re: Disabling trees from map gen

you could also try making alterations to this mod: https://mods.factorio.com/mods/Emmote/fewerTrees
by MalcolmCooks
Sat Dec 17, 2016 11:31 pm
Forum: Gameplay Help
Topic: Can you prevent bugs from spawning?
Replies: 6
Views: 13705

Re: Can you prevent bugs from spawning?

There is a certain max distance away from an existing base where they cannot spawn a new one. existing nests or player structures in a chunk will significantly reduce the chance of a biter nest spawning there, but not eliminate it entirely. but any biters trying to spawn a nest inside your base will ...
by MalcolmCooks
Sat Dec 17, 2016 11:28 pm
Forum: Implemented Suggestions
Topic: Rename the diesel locomotive to burner locomotive.
Replies: 19
Views: 8101

Re: Rename the diesel locomotive to burner locomotive.

or just "locomotive". Since there is only one type (at the moment) it doesn't seem necessary to add a qualifier.
by MalcolmCooks
Sat Dec 17, 2016 7:13 pm
Forum: Resource Spawner Overhaul
Topic: Disabling trees from map gen
Replies: 4
Views: 3643

Re: Disabling trees from map gen

as far as I know trees are handled by the world generation, not resource generation, so they are not touched by RSO. certainly nothing in any of the config files will affect trees.
by MalcolmCooks
Sat Dec 17, 2016 5:16 pm
Forum: Mods
Topic: New Soundtrack - MOON
Replies: 10
Views: 6388

Re: New Soundtrack - MOON

Please properly credit the musician and include links to the music in its original context!
I would also expect to see a list of all the track titles
by MalcolmCooks
Thu Dec 15, 2016 5:05 pm
Forum: Ideas and Suggestions
Topic: Pavement deterioration
Replies: 4
Views: 2259

Re: Pavement deterioration

you know I quite like this idea. I would propose that everything would gradually wear out over time, but only if it remains unused. The way I am thinking about it is, while things are connected to the power but turned off, most machines drain a small amount of power, and you have an audible hum ...
by MalcolmCooks
Tue Dec 13, 2016 10:51 am
Forum: Ideas and Suggestions
Topic: Tree Crusher Machine.
Replies: 6
Views: 5031

Re: Tree Crusher Machine. Thoughts?

+1
especially since fire spread (which is a great mechanic) makes it more problematic to use the flamethrower to clear trees. currently I use the bulldozer mod for tree clearing but I think something similar should be in vanilla
by MalcolmCooks
Tue Dec 13, 2016 1:13 am
Forum: Ideas and Requests For Mods
Topic: [FULFILLED] Mod to increase pollution spread
Replies: 8
Views: 3506

Re: [FULFILLED] Mod to increase pollution spread

I've managed now to make this mod, and I'm pretty pleased with the results
Here's a comparison on two similar test maps, once the pollution cloud has reached a steady state:

http://i.imgur.com/9zLkepr.png
http://i.imgur.com/h3MnzLw.png

http://i.imgur.com/Ruc4a86.png
http://i.imgur.com ...
by MalcolmCooks
Mon Dec 12, 2016 9:19 pm
Forum: Ideas and Requests For Mods
Topic: [FULFILLED] Mod to increase pollution spread
Replies: 8
Views: 3506

Re: [REQUEST] Mod to increase pollution spread

That's very helpful thanks :D
by MalcolmCooks
Sun Dec 11, 2016 11:05 am
Forum: General discussion
Topic: The cooling tower design
Replies: 10
Views: 7226

Re: The cooling tower design

Ohz wrote:sorry where are the pictures from A1 to B9?
it seems as though the original post has been deleted :S
by MalcolmCooks
Sun Dec 11, 2016 10:56 am
Forum: Gameplay Help
Topic: Why do trains get stuck at this chain signal?
Replies: 7
Views: 4247

Re: Why do trains get stuck at this chain signal?

Fish wrote:Yeah, this is annoying
I hope they do a rework of train pathfinding
The fix could be as simple as having trains recalculate their path when they stop at a chain signal :/

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