Search found 72 matches
- 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...
- 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...
- 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...
- 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...
- 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?
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?
- 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?
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?
- 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?
- 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. ...
- 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 ...
- 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...
- 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...
- 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...