Search found 129 matches
- 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?
- 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...
- 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?
- 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
I'm missing the electric sparkles when feeding my bots juicy electricity from within my car
- 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
- 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...
- 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...
- 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...
- 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 ?
- 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
At first I thought it just took a while before they appeared, but some walls I build later than others did appear
- 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
- 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...
- 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
- 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...
- 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
under my char there's the pattern, above is pristine terrain
- 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?
- 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...
- 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
seems like it could be easily abused to make huge lines of them or even grids so belts and robots would be obsoleteMasterfox wrote:Now I wonder if it is possible to make Chests that get larger by connnecting them freeform...
- 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...
- 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...