Search found 33 matches
- Thu Nov 25, 2021 2:34 pm
- Forum: General discussion
- Topic: survival focused game map ideas
- Replies: 7
- Views: 3439
Re: survival focused game map ideas
For serious biter infestations, I install vehicle grid and personal generator mods. Then the locomotive can defend itself. I also use huge trains(4-8 at least), since those can barrel through even behemoths. With a huge train loaded with personal lasers, you can expect a train to never end up dead ...
- Fri Jul 19, 2019 10:42 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 277243
Re: Friday Facts #304 - Small bugs; Big changes
I do not like the oil changes, particularly moving conbots later.
- Thu Jan 03, 2019 2:43 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 45903
Re: Did no one else notice massive nerf of tank in 0.17?
Adding the equipment grid to tank would be a lot of fun yeah.
Gimme! :D
Okay, we have two devs saying they want it. It's already in the game to the extent that it can easily be used by mods. We better get this in vanilla.
Whilst it sounds great (and hence I also want it), I suspect it ...
- Wed Jan 02, 2019 6:11 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 45903
Re: Did no one else notice massive nerf of tank in 0.17?
A simple buff for the tank would be to make it more of a juggernaut.
Let it drive over trees and small biters without slowing down and taking much damage. That would make tank combat feel distinctly different from the car or power armor combat.
Making it push biters in addition to damaging them ...
- Wed Jan 02, 2019 5:55 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 45903
Re: Did no one else notice massive nerf of tank in 0.17?
The tank also easily gets stuck and doesn't have a good way to defend itself when it happens. The nerf to the machine gun will make this worse. The tank should have more armor, more crushing power, a real flamethrower instead of the torch, and the main cannon should instagib anything short of a ...
- Sat Jul 07, 2018 5:02 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68735
Re: Friday Facts #250 - Dead end conclusion
When implementing deprecation of mods on the mod portal, please give us the ability to include deprecated mods in our searches. I have dug up abandoned mods multiple times with the goal of using their guts in something of mine.
- Wed Jan 04, 2017 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Different power icon for buildings disabled by a switch
- Replies: 31
- Views: 9300
Different power icon for buildings disabled by a switch
Currently, when a power switch is controlling a group of buildings, the "no power" sprite is the same as if power were simply disconnected. This causes some confusion, particularly in multiplayer, and frequently people "fix" the lack of power by adding power poles. Naturally, this breaks whatever ...
- Sat Dec 17, 2016 4:43 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 77078
Re: Friday Facts #169 - Combat revisit 2
I do not like the idea of a minimum range for the flamethrower. It's entirely counterintuitive and will make it annoying to use. It already damages the player, why does it need a minimum range also?
- Sat Aug 27, 2016 5:23 pm
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 29338
Re: 90 degree 4-belt merge
5x7, now that's what I could live with:
Seems like my 5x7 solution is the most compact one presented in the thread to date that still supports full throughput. 5x7 = 35 tiles, 6x6 would still be 36 tiles.
I really like this design because it should easily fit anywhere where two lanes are ...
- Sat Aug 06, 2016 1:54 pm
- Forum: General discussion
- Topic: Flamethrower behavior changed.
- Replies: 7
- Views: 3997
Re: Flamethrower behavior changed.
The new flamethrower is much better. Why on earth would I not want the flamethrower to spray where I tell it to?
- Sat Mar 12, 2016 6:55 pm
- Forum: Texture Packs
- Topic: [Request]Cargo Locomotive
- Replies: 2
- Views: 3541
[Request]Cargo Locomotive
I'd like a spriteset for a heavy locomotive. It should be the same size as the default Factorio locomotive. It should look something like an armored-up SD70(the picture) in Factorio's graphical style.


- Sat Mar 12, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
- Replies: 9
- Views: 6807
Re: Longer Trains 0.0.1 [12.26+]
I think I might do this. I'll go beg for a cargo locomotive spriteset.BenediktMagnus wrote:Very interesting mod!
But I think seronis is right: Why not another train with that values instead of a replacement? You could use both trains and don't miss the standard one.
- Fri Mar 11, 2016 3:26 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165449
Re: Friday Facts #129 - The late game
Regarding trains, why not just make train max speed affected significantly less by the number of wagons its pulling? Then we'd be able to build giant steel snakes instead of the tiny things we use now.
- Thu Mar 10, 2016 7:47 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
- Replies: 9
- Views: 6807
[MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
Longer Trains
Description:
This mod makes long trains more viable.
This mod increases locomotive power and mass, making long trains more viable. Probably not so great for double-header trains, though.
Details:
Name: LongerTrains (this should be exactly the same as in info.json!)
MOD ...
Description:
This mod makes long trains more viable.
This mod increases locomotive power and mass, making long trains more viable. Probably not so great for double-header trains, though.
Details:
Name: LongerTrains (this should be exactly the same as in info.json!)
MOD ...
- Wed Mar 09, 2016 5:03 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 243450
Re: Support - Uranium Power
Am I doing this right? I'm producing power, but it just feels wrong. The one on the right was the final blueprinted design. That north pressurized water tank is not connected to that normal water pipe, even though it looks it. The lone steam engine is an overflow dump.
http://i.imgur.com/S8rMJi3 ...
http://i.imgur.com/S8rMJi3 ...
- Sat Mar 05, 2016 8:01 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 97914
Re: [MOD 12.11+] Train Outposts
It appears that one cannot discover new resources with radar in this mod. I'm using SnoopyTiga radar and the resources and bugs don't show up on the map until I drive over to the big blank areas.
- Sat Feb 06, 2016 6:16 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 215964
Re: Fluid mechanics
How does this compare with underground pipes?
- Sat Jan 30, 2016 1:15 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 83126
Re: Friday Facts #123 - Better circuit network (Part 2)
Additional complexity is detrimental when it doesn't add anything meaningful.sekanz wrote:I, for one, am excited about the new features. So the bases are going to be larger... I'm all for it! What factorio player wouldn't like some additional complexity?
- Sun Dec 27, 2015 3:17 pm
- Forum: Mods
- Topic: [0.12.11+] Dynamic Expansion
- Replies: 7
- Views: 21478
Re: [0.12.11+] Dynamic Expansion
What? I've been using it with 12.20...Pohybel wrote:Is there a chance for compatibility with 12.20.
- Sat Oct 17, 2015 1:14 pm
- Forum: Mods
- Topic: [0.12.11+] Dynamic Expansion
- Replies: 7
- Views: 21478
Re: [0.12.1] Dynamic Expansion
Hey Alyx, I love the mod, and didn't want all the weird terraforming stuff in Natural Evolution, so I've been keeping the mod up to date.
Mod now compatible with 12.11.
Mod now compatible with 12.11.