Search found 129 matches

by dasiro
Sun Dec 31, 2017 4:01 pm
Forum: Bob's mods
Topic: [0.15.x] nuclear ratio's
Replies: 1
Views: 1384

[0.15.x] nuclear ratio's

is there any place I can find the input/output of heat exchanger mk3 so I can try to figure out the ratio's for how many steam turbine mk3 I can put behind each one?
by dasiro
Sun Dec 17, 2017 2:58 pm
Forum: Releases
Topic: Version 0.16.4
Replies: 11
Views: 12880

Re: Version 0.16.4

Hi Factorio ! Really great update ! just one thing really weird :/ The shell ! Why not the same for all guns ? And what is that WTF receipe of artilery shell ? A radar inside each shell ? Could be better to put like 5x radar in the turret ? More logical no ? And artilery could shot the uranium expl...
by dasiro
Sat Nov 11, 2017 10:36 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011086

Re: [0.15] Sea Block Pack 0.1.6

I'm way behind on nilaus, but I'm curious: is anyone way ahead of him and the ultimate question: did anyone already built the FTL?
by dasiro
Sat Oct 14, 2017 2:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.36] no bot recharging animation when in vehicle
Replies: 1
Views: 2190

[0.15.36] no bot recharging animation when in vehicle

don't know if this is already somewhere in the reports as the forum search is a pain in the ass to use here

I'm missing the electric sparkles when feeding my bots juicy electricity from within my car
by dasiro
Fri Oct 06, 2017 4:08 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 32908

Re: Friday Facts #211 - The little things

I'd imagine that modplayers would love the option to actually see which mod is required for the blueprint, as some have so many mods installed, they lose track of which one they had to enable for a specific blueprint to work
by dasiro
Fri Jul 21, 2017 8:26 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 65079

Re: Friday Facts #200 - Plans for 0.16

Since the map generation may start building oceans and isolated islands, can we look forward to marine logistics? maybe in 2.1 :P they've thrown out a lot of new features out of the window in order to prepare for 1.0 from FFF 189: We went through most of our Trello cards yesterday (And there are LO...
by dasiro
Sat Jul 15, 2017 4:48 pm
Forum: Duplicates
Topic: [0.15.30] Train snug between locomotive and carriage
Replies: 1
Views: 824

[0.15.30] Train snug between locomotive and carriage

when a train stops on a crossing with the junction exactly in the middle, another train could cross right in between them. In a similar situation, a crossing train could get stuck when the crossing isn't 90° and even detaching the rolling stock can't get it fixed, the only solution is to put the blo...
by dasiro
Mon Jul 03, 2017 7:10 pm
Forum: Releases
Topic: Version 0.15.27
Replies: 18
Views: 19301

Re: Version 0.15.27

Speed and efficiency module 3 technology now requires high tech science packs instead of production science packs, so that working towards power armor mk2 does not require production science packs. This makes the branching between high tech and production science packs more meaningful. Really? So n...
by dasiro
Sat Jun 17, 2017 1:37 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 53114

Re: Friday Facts #195 - Poles re-design

seems like everyone is so focused on what is being ported to HR that they're ignoring the elephant in the room: when is your main character being ported ?
by dasiro
Sat May 20, 2017 12:38 pm
Forum: Duplicates
Topic: [0.15.12] minimap does not show all walls
Replies: 1
Views: 688

[0.15.12] minimap does not show all walls

for some reason my walls aren't always drawn on the minimap.
At first I thought it just took a while before they appeared, but some walls I build later than others did appear
Image
by dasiro
Fri May 19, 2017 1:30 pm
Forum: Ideas and Suggestions
Topic: Make wood useful
Replies: 27
Views: 10910

Re: Make wood useful

that sounds like a non-vanilla entity and modmakers have a lot more freedom to change recipes and entities. You could probably create a mod producing satellites out of fish ;)
by dasiro
Thu May 18, 2017 9:02 pm
Forum: Ideas and Suggestions
Topic: Make wood useful
Replies: 27
Views: 10910

Re: Make wood useful

Charcoaling would be easy to add even even. Simply use a furnace recipy. 2 Wood + (fuel/energy) at 4 seconds -> 1 Coal. Then make it a default furnace recipy so that you have access to it right from the get-go. Any surplus wood? Shove it into a furnace to make some coal out of it, which can then be...
by dasiro
Thu May 18, 2017 4:55 pm
Forum: Ideas and Suggestions
Topic: Make wood useful
Replies: 27
Views: 10910

Re: Make wood useful

charcoaling would be a rather interesting option turning excess wood into coal
by dasiro
Tue May 16, 2017 8:07 pm
Forum: Not a bug
Topic: [0.15.10] tile removal leaves ugly pattern
Replies: 3
Views: 1383

Re: [0.15.10] tile removal leaves ugly pattern

This behaviour is very old but we never could reproduce it. Can you provide a save with: Normal surface > placing concrete > removing concrete > abnormal surface? although rseding already stated it is intended behavious, it's quite easy to reproduce. in this save, just place the blueprint, wait for...
by dasiro
Sun May 14, 2017 3:39 pm
Forum: Not a bug
Topic: [0.15.10] tile removal leaves ugly pattern
Replies: 3
Views: 1383

[0.15.10] tile removal leaves ugly pattern

after removing concrete, there's a distinct pattern that remains instead of the original terrain. I Don't know if it's supposed to dissapear after time, or just remain as a legacy of former tiling ?
under my char there's the pattern, above is pristine terrain
Image
by dasiro
Thu May 11, 2017 4:26 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502922

Re: Simple Questions and Short Answers

I couldn't find it anywhere, but is it by design that you can't load stuff on trains when the wagons are on a curved rail?
by dasiro
Thu May 11, 2017 4:21 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 53577

Re: Version 0.15.10

I wonder if we can have burned fuel side product, can we mod burned liquid sideproduct for boilers? Like replace water with dirty water and have some salt as byproduct for every 1000 water or so. introducing new resources would imply an entire lifecycle so it should be implemented in existing recip...
by dasiro
Sun Dec 18, 2016 8:13 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 998723

Re: Factorio Roadmap for 0.15 + 0.16

Masterfox wrote:Now I wonder if it is possible to make Chests that get larger by connnecting them freeform...
seems like it could be easily abused to make huge lines of them or even grids so belts and robots would be obsolete
by dasiro
Sun Dec 04, 2016 9:17 pm
Forum: General discussion
Topic: How likely are changes to the core parts of a base?
Replies: 7
Views: 2499

Re: How likely are changes to the core parts of a base?

AFAIK the only big overhauls that are getting changed are science and military. There might be a minor change to a recipe here or there but it should be relatively simple to fix. Might be worth leaving some extra room around each segment of production just in case. you're forgetting power generatio...
by dasiro
Sun Nov 27, 2016 12:58 am
Forum: General discussion
Topic: "Paving the ground is like Herpes"
Replies: 9
Views: 6710

Re: "Paving the ground is like Herpes"

he was a nutter. personally i like to pave roads, it helps the base look organized. but i have no expectations of organization when multiplayer. same here, my roads are 10 concrete with a black/yellow border building and the factory floor is just stone. This gives me a lot of driving space to cruis...

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