Can I suggest the 'wood to landfill' mod https://mods.factorio.com/mod/wood-to-landfill
Saves a lot of mucking about.
Search found 21 matches
- Sun Feb 19, 2023 8:28 pm
- Forum: Gameplay Help
- Topic: Can Steam power be prioritized?
- Replies: 14
- Views: 3600
- Wed Jul 07, 2021 4:56 pm
- Forum: Gameplay Help
- Topic: Ghost building / planning buildings without construction robots coming
- Replies: 2
- Views: 1240
Re: Ghost building / planning buildings without construction robots coming
Well you can turn of your personal bots.
Otherwise maybe use a blueprint they can't build yet - like use level 3 assemblers, blue belts etc and use an up(down)grade planner when you want them to build?
Otherwise maybe use a blueprint they can't build yet - like use level 3 assemblers, blue belts etc and use an up(down)grade planner when you want them to build?
- Wed May 12, 2021 4:30 pm
- Forum: Gameplay Help
- Topic: Early bots to save my hands
- Replies: 6
- Views: 4350
Re: Early bots to save my hands
Personally I find TinyStart ideal for this without being op - and it's configurable up to 2 Mk2 roboports.
https://mods.factorio.com/mod/TinyStart
https://mods.factorio.com/mod/TinyStart
- Mon Apr 19, 2021 1:48 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183675
Re: Friday Facts #365 - Future plans
Hi Guys, I've been slow coming to this debate because I love Factorio but wanted to think about what I enjoy least in playing, or which bores me, and how I'd like Factorio2 to be different. Tl;dr Exploration & Evaluation - The greener offspring of Factorio meets Subnautica / No Mans' Sky. This i...
- Sun Nov 08, 2020 10:52 am
- Forum: General discussion
- Topic: Steam destroyed 0.18.47 today!
- Replies: 7
- Views: 3319
Re: Steam destroyed 0.18.47 today !
Mod to get rid of cutscene and allow, e.g, Tiny Start to work: "No Freeplay Cutscene"
https://mods.factorio.com/mod/NoFreeplayCutscene
https://mods.factorio.com/mod/NoFreeplayCutscene
- Sun Aug 02, 2020 4:12 pm
- Forum: Gameplay Help
- Topic: What is a good way to refill ammo and place guns?
- Replies: 7
- Views: 2515
Re: What is a good way to refill ammo and place guns?
I like the idea of putting defenses on the path where the biters go... which means paying attention and being able to identify the paths used by the biters... Ah ha! Data! I <3 data! Show me the data! :lol: Wouldn't it be cool to have a mod that traced all the biter tracks through your base? A map ...
- Fri Jul 31, 2020 4:39 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328245
Re: Thank you (Make the dev-team happy today!)
I've been meaning to say for a long time: The Factorio forums are (almost) always really pleasant place to be, both devs and players are interested, polite and helpful. I know we're small (atm) but it still stands out. I have to brace myself before reading, let alone posting, on MC, Elite or KSP for...
- Fri Jul 31, 2020 4:29 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 37167
Re: Friday Facts #358 - Alien decoratives & Polluted water
I'd like to recommend video gamer Tuplex for a press pass but your pedantic form won't let me as I don't have an e-mail for him :( As good as Tuplex is, his channel is Factorio oriented. I believe they are looking for channels that can bring potential new players. Ah thanks, I hadn't really appreci...
- Fri Jul 31, 2020 11:31 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 37167
Re: Friday Facts #358 - Alien decoratives & Polluted water
I'd like to recommend video gamer Tuplex for a press pass but your pedantic form won't let me as I don't have an e-mail for him
- Wed Jul 29, 2020 2:33 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
I really like the transformer idea to impose the sort of discipline / 'realism' I had in mind. I can understand why the idea of over-power events causing damage would not be widely popular ;) Since we don't have transformers yet and I can't work out any vanilla circuit network way of monitoring and ...
- Thu Jul 23, 2020 4:58 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
Thanks for the interest and replies guys (and sorry to OP for hijacking a bit). 'Oxygen Not Included' (currently being youtubed by veteran Factorio player Tuplex while he waits for 1.0) has a simplified and very much smaller implementation of limitations. https://oxygennotincluded.gamepedia.com/Guid...
- Sun Jul 19, 2020 12:39 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
I think you're conflating transmission networks with distribution networks.
See, for example wikipedia https://en.wikipedia.org/wiki/Electrica ... nglish.svg
See, for example wikipedia https://en.wikipedia.org/wiki/Electrica ... nglish.svg
- Sat Jul 18, 2020 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Make electricity great again
- Replies: 8
- Views: 4676
Updated power distribution for 1.1
TL/DR; There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system. [Selectively copied from General forum since the idea is apparently not 'fun'] It seems silly to me to have GW of power going down a single t...
- Sat Jul 18, 2020 8:26 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
Obviously not a popular suggestion here, and in danger of getting too far from OP. Will shut up now and look at suggestions thread.
- Sat Jul 18, 2020 6:53 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system . Never gonna happen. Electrical system is heavily ups-optimized. And such a change would turn every factory currently in existance into garbage, fo...
- Sat Jul 18, 2020 6:48 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system . It seems silly to me to have GW of power going down a single thin copper string on a wood pole. If the power lines had a range of max throughputs ...
- Fri Jul 17, 2020 8:50 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
I guess I just like the idea of having to plan and upgrade a proper power grid in the transition from startup - mid - end - megabase. The trade-off between robust/redundant grids and their logic vs brittle but cheap appeals to me. Maybe as a compromise the poles could take steady damage if their wir...
- Fri Jul 17, 2020 10:31 am
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 15736
Re: A critique of Factorio’s power generation systems
There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system . It seems silly to me to have GW of power going down a single thin copper string on a wood pole. If the power lines had a range of max throughputs i...
- Mon Jun 01, 2020 8:58 am
- Forum: General discussion
- Topic: What are some good ways to make the first ~4 hours of a Factorio game fun?
- Replies: 16
- Views: 6837
Re: What are some good ways to make the first ~4 hours of a Factorio game fun?
I suggest you try out 2 mods; TinyStart and Mining Drones. The first is especially helpful at the very beginning if you have lots of trees and rock and helps out until you research bots for yourself. The 2nd is really useful early game as it deals well with ores that are v close or intermingled and ...
- Tue Feb 25, 2020 9:46 am
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 22496
Re: Is using other people’s blueprints cheating?
I tend to watch vids for inspiration (eg Tuplex) and then experiment. Just to add that, for those starting out who wish to learn by trying, the 'Bottleneck' QOL mod is a great help; its functionality should long have been part of core game.