What about making spawners upgrade, e.g. a tier one spawner turns into a tier 2 spawner and so on.
You could even make it that they only ever upgrade, so new spawners are tier 1 and existing spawners upgrade to tier 2-3-4. The core of a base (nest?) would then be tier 4 spawners, radiating outward ...
Search found 954 matches
- Tue Dec 08, 2015 10:30 pm
- Forum: Balancing
- Topic: Make Spawners scale with Evolution Factor
- Replies: 15
- Views: 22945
- Tue Dec 08, 2015 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
- Replies: 15
- Views: 18142
Vehicle Assembly Plant / no hand crafting of tanks / trains
It bothers me that you can carry a complete train or tank in your pocket and just pop it out when you need it. Also, the little train icon when dropping a locomotive on the ground is strange compared to the size of the actual thing. (and the idea of a train wagon full of locomotives or a car trunk ...
- Mon Dec 07, 2015 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Trash and (chemical) waste
- Replies: 5
- Views: 14180
Re: Trash and (chemical) waste
Sorry for posting a dupe. I checked the "frequent suggestions" post and did a forum search for trash, and neither gave a (quick) result...
I guess it was too obvious
I guess it was too obvious
- Mon Dec 07, 2015 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Trash and (chemical) waste
- Replies: 5
- Views: 14180
Trash and (chemical) waste
I thought it would be interesting (and logistically challenging) to add a "trash" category of items, i.e. items that are produced by workshops that you don't want but need to get rid of to allow the work to continue.
For example:
- smelting could produce "tailings". waste rock, that need to be ...
For example:
- smelting could produce "tailings". waste rock, that need to be ...
- Sun Dec 06, 2015 8:35 pm
- Forum: Show your Creations
- Topic: Victory (and design screenshots)
- Replies: 0
- Views: 5950
Victory (and design screenshots)
First time I finished the game, second serious factory.
Gallery: http://imgur.com/a/msejo (main base), http://imgur.com/a/Le0kX (outpost and blueprints), http://imgur.com/JnZLfkz (oil outpost) [(how) can you add images to an existing album in imgur?]
Main mods: RSO, ScienceCostTweaker, FARL ...
Gallery: http://imgur.com/a/msejo (main base), http://imgur.com/a/Le0kX (outpost and blueprints), http://imgur.com/JnZLfkz (oil outpost) [(how) can you add images to an existing album in imgur?]
Main mods: RSO, ScienceCostTweaker, FARL ...
- Fri Dec 04, 2015 3:39 pm
- Forum: Gameplay Help
- Topic: Pave around water / is there a mod?
- Replies: 12
- Views: 25199
Re: Pave around water / is there a mod?
The tile is called stone-path, not -brick. Though the game really shouldn't crash like that, you should report a bug about that.
Cool, thanks. I figured it was my own fault by meddling with the internals, but I'll submit a report. Thanks again!
@Smarty Thanks :). I'll post some screenies when I ...
Cool, thanks. I figured it was my own fault by meddling with the internals, but I'll submit a report. Thanks again!
@Smarty Thanks :). I'll post some screenies when I ...
- Fri Dec 04, 2015 2:47 pm
- Forum: Gameplay Help
- Topic: Pave around water / is there a mod?
- Replies: 12
- Views: 25199
Re: Pave around water / is there a mod?
Thanks again for helping. Placing the concrete worked perfectly. Interestingly, after removing some concrete that I didn't want, it removed the nearby water as well.
I also wanted to place some stone bricks, but I get segfaults when I try either
script.on_event(0, function(event)
if event ...
I also wanted to place some stone bricks, but I get segfaults when I try either
script.on_event(0, function(event)
if event ...
- Fri Dec 04, 2015 12:35 pm
- Forum: Gameplay Help
- Topic: Pave around water / is there a mod?
- Replies: 12
- Views: 25199
Re: Pave around water / is there a mod?
Cool! I haven't played with lua yet, so this is a nice starter.
I'll sacrifice a chest of prime solar panels to placate Ford (or Armok
)
Thanks!
I'll sacrifice a chest of prime solar panels to placate Ford (or Armok
Thanks!
- Fri Dec 04, 2015 10:41 am
- Forum: Gameplay Help
- Topic: Pave around water / is there a mod?
- Replies: 12
- Views: 25199
Pave around water / is there a mod?
I've been going OCD on paving my base, paving everything with concrete and using brick paving to mark roads. I think the result is quite pretty:
http://i.imgur.com/jpDjLyR.png
However, it really bothers me that I can't do anything with the waterfronts, as there are quite a couple of lakes in my ...
http://i.imgur.com/jpDjLyR.png
However, it really bothers me that I can't do anything with the waterfronts, as there are quite a couple of lakes in my ...
- Thu Dec 03, 2015 3:06 am
- Forum: Gameplay Help
- Topic: [Random thoughts] make water tanks any sense ?
- Replies: 6
- Views: 14226
Re: [Random thoughts] make water tanks any sense ?
I actually do it the other way around: I connect my refineries to a storage system, and have a pump that pumps into the cracking plants if the pressure in the tank > 250 (depending on how many tanks are connected). It is a simple red wire from the tank to the pump, with a condition "light/heavy ...
- Tue Dec 01, 2015 11:21 pm
- Forum: Gameplay Help
- Topic: beacon and module use advice
- Replies: 1
- Views: 5476
beacon and module use advice
I haven't used beacons and modules at all yet, so I was wondering what the consensus on using them is.
This is what makes sense to me (more or less in order of priority):
* High-end recipes such as science pack 3/4, advanced circuits should get productivity modules, since there they give most ...
This is what makes sense to me (more or less in order of priority):
* High-end recipes such as science pack 3/4, advanced circuits should get productivity modules, since there they give most ...
- Wed Nov 25, 2015 12:33 pm
- Forum: Gameplay Help
- Topic: Rail junctions
- Replies: 8
- Views: 25718
Re: Rail junctions
Factorio 0.12.17 (Build 17307, linux64)
mods:
mods:
Code: Select all
FARL_0.4.41.zip
rso-mod_1.4.6.zip
ScienceCostTweaker_0.12.10.zip
SmartTrains_0.3.7.zip
STRS_0.0.5.zip
- Wed Nov 25, 2015 12:10 pm
- Forum: Gameplay Help
- Topic: First Mods + other questions
- Replies: 10
- Views: 20467
Re: First Mods + other questions
I started a new game a couple days back, after reaching (but not completing) the end game a bit too easily on my first real play-through.
I wanted to get more train action, and spice up the difficulty a little bit, so I added RSO (to have less nearby ore) and ScienceCostTweaker to add higher ...
I wanted to get more train action, and spice up the difficulty a little bit, so I added RSO (to have less nearby ore) and ScienceCostTweaker to add higher ...
- Wed Nov 25, 2015 11:59 am
- Forum: Gameplay Help
- Topic: Rail junctions
- Replies: 8
- Views: 25718
Rail junctions
I've been playing factorio for a couple weeks, and I'm trying to optimize some of my designs. I play with smart trains, RSO, and FARL to get some more rail action.
I started by building basic roundabouts for my rails, with a signal going on and off the roundabout, but the whole roundabout as a ...
I started by building basic roundabouts for my rails, with a signal going on and off the roundabout, but the whole roundabout as a ...