
Search found 557 matches
- Sun Sep 06, 2020 8:07 pm
- Forum: Reika's Mods
- Topic: TreePlant - A green thumb (inserter?)
- Replies: 8
- Views: 4759
Re: TreePlant - A green thumb (inserter?)
A little dragon told me you like embedded factories. I thought I'd share what I've been working with for the past few days. Not the most efficient build, but perhaps it all depends on what you want out of it. This build has made me happy.


- Sun Sep 06, 2020 4:49 pm
- Forum: Reika's Mods
- Topic: TreePlant - A green thumb (inserter?)
- Replies: 8
- Views: 4759
Re: TreePlant - A green thumb (inserter?)
Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
- Sun Sep 06, 2020 3:12 pm
- Forum: Reika's Mods
- Topic: Oreverhaul - Much more control over oregen and related progression
- Replies: 6
- Views: 4182
Re: Oreverhaul - Much more control over oregen and related progression
This mod doesn't seem to work. There are no in-game settings for it, and I'm getting oil and uranium pretty close to my starting area. I don't know where the file has been installed so I'm unable to find this config.lua you mention. How do I edit the mod? P.S.: I think it would be nice if just a few...
- Sat Sep 05, 2020 7:46 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 21129
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
I just realized what might have caused the problem. I am using the mod RealisticPower and I know that things which adjust the power consumption or production of entities adjust their pollution values accordingly. I noticed that the burner mining drill in my game is producing over a hundred times as ...
- Wed Sep 02, 2020 10:21 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 21129
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
The biters seem to ramp up far too aggressively in the early game. Not even twenty minutes in, I'd mined up a few hundred plates and had only just started a coal mining section when I got my first wave, and then my second wave, and then my third...the waves came in as rapidly as if I were inside a b...
- Thu Nov 07, 2019 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 3884
Re: Better scaling of enemies + alien tactics
There are some who will say this suggestion is bad because so many players don't want the feature. But I offer a solution: make it optional. One of the many sets of options upon game startup could be choices about exactly how far they will evolve, and maybe which stages they will evolve through.
- Tue Nov 05, 2019 8:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Underground Belts/Pipes Dynamic Length
- Replies: 2
- Views: 917
Re: Underground Belts/Pipes Dynamic Length
Thanks! It works great! Seems to have some bugs with tracking items when loading into an existing save, but it's entirely consistent. If I pull up fifteen segments and only get 1 pipe, I can put the fifteen segments back down as it was and it only costs 1 pipe. Weird but it works.
- Sat Nov 02, 2019 11:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Underground Belts/Pipes Dynamic Length
- Replies: 2
- Views: 917
Underground Belts/Pipes Dynamic Length
I feel like I've mentioned this at some point but I couldn't begin to find it. The idea is for an underground belt or pipe to have any length you want, but it spends belts or pipes from your inventory in order to place it. For example, if you try to make an express underground belt with a length of ...
- Mon Oct 28, 2019 8:00 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1619
- Views: 418195
Re: Simple Questions and Short Answers
I thought everything would have to be deterministic in order to work in multiplayer It is as deterministic as possible. Kovarex has spoken multiple times on the issue of determinism in Factorio, as the game was supposed to be entirely deterministic at the outset, even without multiplayer. The addit...
- Mon Oct 28, 2019 7:52 pm
- Forum: Ideas and Requests For Mods
- Topic: SR-latch
- Replies: 17
- Views: 8919
Re: SR-latch
Perhaps there is something I'm not understanding, but is this not a SR-latch?

https://wiki.factorio.com/Power_switch

https://wiki.factorio.com/Power_switch
- Thu Oct 24, 2019 5:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Dynamic Stack Sizes - an alternative to Even Distribution
- Replies: 8
- Views: 2765
Re: Dynamic Stack Sizes - an alternative to Even Distribution
That's a great idea, actually! I did a quick search and found a relevant mod similar to your idea: https://mods.factorio.com/mod/manual-inventory-sort
- Thu Oct 24, 2019 2:49 am
- Forum: Ideas and Requests For Mods
- Topic: Dynamic Stack Sizes - an alternative to Even Distribution
- Replies: 8
- Views: 2765
Re: Dynamic Stack Sizes - an alternative to Even Distribution
I'm not really sure if you can actually do tapped modifiers, I think it has to be held modifiers. I can easily reach 1-5, maybe 6, while holding shift. Is that not normal? I was picturing using one hand to hold down the shift, and the other hand to hit the number. You release the number and put tha...
- Wed Oct 23, 2019 4:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Dynamic Stack Sizes - an alternative to Even Distribution
- Replies: 8
- Views: 2765
Re: Dynamic Stack Sizes - an alternative to Even Distribution
What I've always wanted was something like shift + number + click to drop that amt * 10 in, right click to drop * 5 the number. That gives you 5-50 easily accessible on the fly. Howabout shift + number + lclick to drop 1 * number (1-10), or shift + rclick to drop 10 * number (10-100). I imagine the...
- Tue Oct 22, 2019 9:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Dynamic Stack Sizes - an alternative to Even Distribution
- Replies: 8
- Views: 2765
Dynamic Stack Sizes - an alternative to Even Distribution
I noticed that several players don't appreciate the Even Distribution mod. It's very useful in the early game when you're trying to put coal into all of your furnaces and burner mining drills but you don't have enough coal to put a half stack into each. It's useful even longer when you have larger s...
- Wed Oct 16, 2019 1:53 am
- Forum: Technical Help
- Topic: Endless Very Slow Updating
- Replies: 0
- Views: 532
Endless Very Slow Updating
When I load into the game, it says a new version is out and asks me to update. When I click update, it shows a progress bar which progresses very slowly (it takes around 10-15 minutes to fill) and when it's finally done, it exits the game and queues a restart which gets stuck in the buffer. The rest...
- Wed Apr 24, 2019 5:43 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 115288
Re: [MOD 0.14] Alien Biomes
That can happen when the peak of a cold spot just tips the threshold of a single tile into the frozen biome, but that should be extremely rare. If you are getting multiple single tiles frequently then something is wrong. If so can you post a map screenshot so I can see where these spots are appeari...
- Wed Apr 24, 2019 5:38 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 55932
Re: Supression of the size shift of electric furnaces
The entire reason for switching to electric is that the steel furnaces haven't been graced with module slots. That's not good game design in my book, that's fake difficulty by way of shoehorning gameplay and reducing player options. I say the stone and electric furnaces are well-balanced. But steel ...
- Wed Apr 10, 2019 9:24 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1619
- Views: 418195
Re: Simple Questions and Short Answers
Upgrade planner only replaces entities with higher-tier counterparts. In order to switch your setup out for a larger setup, you would need a blueprint of the larger setup, which you can then apply by first using the deconstruction planner to clear the area, and then plonk the blueprint down. You can...
- Fri Apr 05, 2019 8:27 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1619
- Views: 418195
Re: Simple Questions and Short Answers
4.) I would use a single wall, but space it one block away from all things on the interior such as turrets. 5.) I recommend the mod "Even Distribution". With that mod, if you have a stack of 200 magazines and you place them into a line of 10 turrets, it'll place 20 magazines into each turr...
- Mon Apr 01, 2019 7:01 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 201992
Re: Peace with Aliens
How about implementing a sort of "zones" or regions? That's a super cool idea! The player could start within such an abandoned area, and could find more such regions throughout exploring. Those regions would be poor in whatever resources the biters want, and so they would have no presence...