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 ...
Search found 253 matches
- Sun Mar 18, 2018 7:42 pm
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 65
- Views: 127753
- Wed Feb 21, 2018 10:45 pm
- Forum: General discussion
- Topic: Flamethrower ammo for turrets
- Replies: 15
- Views: 10018
Re: Flamethrower ammo for turrets
Oh, worm?Deadly-Bagel wrote:There...is...?MalcolmCooks wrote:Would be cool if there was a flamethrower turret on the tank or something
- 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 ...
- 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
it's annoying that one remote = one shot
- 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 ...
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 ...
- 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 ...
- 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 ...
There is 1 simple ...
- 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 ...
- 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 ...
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 ...
- 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
- 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 ...
- 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.
- 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.
- 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
I would also expect to see a list of all the track titles
- 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 ...
- 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
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
- 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 ...
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 ...
- 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
- Sun Dec 11, 2016 11:05 am
- Forum: General discussion
- Topic: The cooling tower design
- Replies: 10
- Views: 7226
Re: The cooling tower design
it seems as though the original post has been deleted :SOhz wrote:sorry where are the pictures from A1 to B9?
- 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?
The fix could be as simple as having trains recalculate their path when they stop at a chain signal :/Fish wrote:Yeah, this is annoying
I hope they do a rework of train pathfinding