Search found 159 matches
- Thu Jun 16, 2016 9:46 pm
- Forum: General discussion
- Topic: What is your most anticipated feature in Factorio 0.13?
- Replies: 17
- Views: 6133
Re: What is your most anticipated feature in Factorio 0.13?
That's really tough. But I would order them thus: Circuit network - Some amazing changes here and will eliminate the need for a lot of different mods Blueprint book - So needed! Rail changes - very welcome Other Train Changes - For instance the new station and logic options Rapid Inserter - Seems le...
- Wed Jun 15, 2016 4:16 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 176344
Re: Smart, dynamic train deliveries with combinator Magick
I've been meaning to ask.. I noticed the flying text a few times in some demo systems, but I don't know how/why it is there. Is that a product of some specific configuration? Siggboy, I just added a bunch of new ore outposts and man is it nice to just put in a number and name and voila insta ore. I ...
- Tue Jun 14, 2016 8:28 pm
- Forum: Resource Spawner Overhaul
- Topic: Issues with RSO 1.5.6
- Replies: 20
- Views: 6064
Re: Issues with RSO 1.5.6
A little while ago someone posted the correlation between % and quantity ( Windfall Oil ), it's basically a quadratic relationship: 100% yield=3k windfall oil 200% yield=13k windfall oil 300% yield=31k windfall oil 400% yield=57k windfall oil 500% yield=90k windfall oil 600% yield=130k windfall oil...
- Tue Jun 14, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141416
Re: [MOD 0.12.x] Modular Armor Revamp
Ah, excellent. Thanks for the quick release.
- Tue Jun 14, 2016 4:38 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141416
Re: [MOD 0.12.x] Modular Armor Revamp
Sounds like good changes. Can I make a suggestion though? Either increase the alien fuel's MJ rating, or increase stack size. I already gotta carry a lot of stuff around and with just 2 fusion engines I can run through 100 alien fuel in a single excursion with some light-medium fighting. I wouldn't ...
- Mon Jun 13, 2016 3:15 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 176344
Re: Smart, dynamic train deliveries with combinator Magick
Ok that sounds great.
Updated to the prerelease smart trains version and it has been running a lot better so far. I got 14 trains setup and it's pretty great to see most of them running around doing their thing.
Updated to the prerelease smart trains version and it has been running a lot better so far. I got 14 trains setup and it's pretty great to see most of them running around doing their thing.
- Mon Jun 13, 2016 12:22 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 97304
Re: [MOD 0.12.x] Smarter Circuitry
Probably irrelevant with the changes coming in 0.13. But the sensor and actuator take a lot of UPS. I had about 120 sensors and maybe 60 actuators and it was costing me 10UPS. I knocked it down to 50-60 total and saw a huge increase in performance. Otherwise they are crazy helpful and some things th...
- Sun Jun 12, 2016 1:05 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141416
Re: [MOD 0.12.x] Modular Armor Revamp
V1.2 Added Laser upgrade integration. Awesome! But what exactly does this mean? Does the Personal Laser Defense Module now get the bonuses from Laser Turret Damage/RoF tech upgrades? Or does it mean something else? And did you read the part about how in alpha 0.13 Armours will increase inventory sp...
- Sun Jun 12, 2016 1:48 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 176344
Re: Smart, dynamic train deliveries with combinator Magick
I'm liking this setup, but I've run into a couple issues. One, for whatever reason, a provider station will say it has a train coming even though one was never sent. It will then sit in this state indefinitely. I've had this happen 2-3 times usually something i notice right after I load in. So I won...
- Thu Jun 09, 2016 9:10 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 176344
Re: Smart, dynamic train deliveries with combinator Magick
Well I just finished setting up my iron stations last night. Up to 23 stations on the depot so far. 14 trains; it's working quite well. I need a lot more mining outposts though. Only two of each, so that is my task tonight. I might have to increase that station limit...
Re: [MOD 0.12.26] KS Power
I've changed the script for 0.13, along with balancing the oil boiler and making it more script efficient, along with the wind turbines, Overall the new version will be more heavily optimised for large factories, and really the least efficient part is the burner generator (but you shouldn't be usin...
- Thu Jun 09, 2016 2:13 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141416
Re: [MOD 0.12.x] Modular Armor Revamp
Heya Ranakastrasz, So I was bored today and on a whim decided to try and see if the personal laser defense could indeed have the laser turret upgrades apply to it. I believe I have succeeded.. Actually was really simple. http://i.imgur.com/mZICH6f.jpg You just gotta trick the game into thinking it's...
- Wed Jun 08, 2016 4:37 pm
- Forum: Bob's mods
- Topic: Review of Bob's Mods with Suggestions
- Replies: 12
- Views: 7453
Re: Review of Bob's Mods with Suggestions
~snip OK, let me reiterate that I love the fact that late game steam power plants are viable with Bob's Mods. It's just the fact that the added efficiency is not transparent to the player. Currently there's literally no way to figure out where the additional energy comes from, or how much it is. Yo...
- Wed Jun 08, 2016 4:19 pm
- Forum: General discussion
- Topic: The game is good
- Replies: 31
- Views: 16523
Re: Why I really hate/dislike the game
If you don't like the biters, just start a new game and select peaceful mode. The biters won't attack you unless you attack them first. Beyond that, yes instructions are not great. But I would say that is expected because the game is still being developed. However, there is a lot of helpful people o...
- Wed Jun 08, 2016 3:11 pm
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 9318
Re: What inspired you to buy Factorio?
So I'd seen the game's title mentioned a few times, but never really though anything of it. I was like, factory building? Sounds lame (I don't know why I thought this as I love Capitalism 2, KSP, Minecraft, other tycoon type games). So I really didn't look into it much. I think if I had actually giv...
- Wed Jun 08, 2016 3:03 pm
- Forum: General discussion
- Topic: [Closed]Mod developers receive updates earlier
- Replies: 4
- Views: 2012
Re: [Request]Mod developers receive updates earlier
I think there might be some confusion about this. The last few 12.3x releases were (at least on steam) beta/experimental releases that you had to opt into. So while technically anyone could get it, it wasn't the autoinstalled versions and that gives modders some time to test. From what it sounds lik...
- Wed Jun 08, 2016 3:00 pm
- Forum: General discussion
- Topic: Is there a Herobrine in Factorio?
- Replies: 11
- Views: 6010
Re: Is there a Herobrine in Factorio?
It would be nice to be able to "lock" part of your factory from changes. Maybe it could be a blueprint like tool.
- Wed Jun 08, 2016 2:18 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35126
Re: [MOD 0.12.X] Smart Display
I really really like this so thank you very much for releasing it. The thousand separators and the kilo/giga options are also very nice.
Re: [MOD 0.12.26] KS Power
Could someone explain how to tweak the energy outputs? I want to make this more compatible with the Harder Energy mod. Well you can pretty easily edit the source files, or better yet make a "mod" to edit the files. For instance, lets say you wanted to double the efficiency of the diesel g...
- Mon Jun 06, 2016 9:26 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141416
Re: [MOD 0.12.x] Modular Armor Revamp
Heya, small feedback. When I updated to this the first solar panel equipment research didn't show up. I had to force research it from the console. Shows up fine in a new game, so I suspect some migration file magic needs doing.