Search found 72 matches

by POPISowyNumer
Mon Jul 24, 2017 4:27 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64860

Re: Friday Facts #200 - Plans for 0.16

I'd say we really, REALLY need some more transportation methods, and upgrades to ones we have, ESPECIALLY since devs want huge-ass seas and landforms. We need ships. Barges, ferries, motorboats and warships, with ports and shipyards to dock them, launch them and maintain them. Trains need electric u...
by POPISowyNumer
Tue May 09, 2017 3:56 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.15.9] Pumps 'reserve' tanker access even when disabled.
Replies: 1
Views: 1020

[posila] [0.15.9] Pumps 'reserve' tanker access even when disabled.

Attached pic. pumpin' 'n dumpin'.png Only one pump can access each of tanker valves, which is reasonable and understandable to me. HOWEVER somehow the very first pump to access for example 'second valve on first tanker carriage' remains bound to 'do the honours' , even if said pump is disabled by ci...
by POPISowyNumer
Sat May 06, 2017 10:05 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73875

Re: Friday Facts #189 - Specifying the 1.0

I don't know what happens after 1.0. I am damn sure there's more than enough of people willing to lob another 10 or 20$ in your direction just to keep you working on this wonder. Of course you may choose any other project, but with Wube's track record whatever it will be it's a day-zero purchase fo...
by POPISowyNumer
Tue Apr 04, 2017 3:33 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42475

Re: Friday Facts #184 - Five years of Factorio

1. You connect the circuit network to the stations 2. The conditions are sent through the logistics network My initial idea was that train stations receive data from circuit networks, then relay them to trains stopping at them, so if my coal hauler stops at Coal Bunker Chute, and gets signal that t...
by POPISowyNumer
Sun Apr 02, 2017 12:25 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42475

Re: Friday Facts #184 - Five years of Factorio

Me has a question.
Train question.

Will we get train schedules working like flowcharts? Like being able to write formula like "Go to A if (x), else go to B if (!x and y), else go to C" for every station?
by POPISowyNumer
Fri Mar 10, 2017 11:12 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 38151

Re: Friday Facts #181 - Calm before the storm

I have question regarding the pumps.

Will the 0.15 keep the already placed pumps as legacy items, so users will have time to replace them without risking meltdowns or something?
by POPISowyNumer
Sat Dec 17, 2016 12:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214977

Re: Bugs & FAQ

Is there any way to erase infinite ores that are slowly getting in way of my base sprawl?
by POPISowyNumer
Sun Dec 04, 2016 7:03 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 198139

Re: Uranium Power

I am bravely trying to create nuclear waste processing plant in my own factorio world, but I think I've met serious problem on my way. Namely atmosphere distilling machines produce 5 times more nitrogen gas than oxygen gas, while all recipes heavily depend on the oxygen supply rather than nitrogen. ...
by POPISowyNumer
Tue Nov 01, 2016 12:28 pm
Forum: Ideas and Suggestions
Topic: Select train station with map
Replies: 5
Views: 1751

Re: Select train station with map

Hooo boy idea similar to mine. I'd love to see not only map of train stations to select via point'n'click, but also making of schedules to work as programmable graphs. As in you can write short instructions for trains to choose to which station should they venture after getting clear to depart from ...
by POPISowyNumer
Fri Oct 28, 2016 6:18 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63559

Re: Friday Facts #162 - Theme Art Again

I personally think that getting absolutely rid of artifacts is not best way here. There are bigger issues with natives than some pinky blobs cluttering chests. There are few mods that give alternatives to clearing nests only to further scientific progress, but AI of biters and spitters lies six feet...
by POPISowyNumer
Mon Sep 26, 2016 1:05 pm
Forum: Mods
Topic: [MOD 0.14.x] Expanded Robot Technologies
Replies: 24
Views: 32167

Re: [MOD 0.13.x] Expanded Robot Technologies

If I were to suggest one thing, I'd say that creating some way to configure amount of tiers, bonus modifiers and tech price would be godsend in such mod. Also, I think it'd be great to introduce all such upgradeable techs in this mod. You could also try to come up with a way to create new techs givi...
by POPISowyNumer
Mon May 23, 2016 2:01 pm
Forum: Ideas and Suggestions
Topic: The Endgame Empire
Replies: 1
Views: 1923

Re: The Endgame Empire

While ye olde Biters and their humble contribution to purple science could be tweaked a bit, I think other worthy idea would be adding more intelligent natives to a planet. Kind of alien tribes that would live peacefully, aligned with biters and nature. But then our pollution destroys their fields a...

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