Search found 315 matches

by Dry Hairy Tree
Fri Apr 27, 2018 6:38 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 18630

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

The feedback (here, in playthroughs, on twitch) is overwhelmingly in favor of changing/providing options for fast belt replace. There's a difference between automation that enhances/speeds up gameplay, and automation that has to be babysat. One mistake and you can find yourself chasing entities down...
by Dry Hairy Tree
Fri Apr 20, 2018 5:34 pm
Forum: News
Topic: Friday Facts #239 - PAX East report
Replies: 20
Views: 14491

Re: Friday Facts #239 - PAX East report

Now I only need to know where to get the Factorio hoodie Klonan is wearing on one of the photos. :-) Yes! This was also my first thought when I read this. It's for developers only, either become a dev or kill one. oh, nevermind . It's valuable because it's exclusive. I have too many t-shirts alread...
by Dry Hairy Tree
Sat Mar 31, 2018 9:13 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42076

Re: Friday Facts #236 - Building a rollup

That is exactly the type of imagery that attracted me to Factorio in the first place. And do not discard the original trailer for the game as it also conveys the complexity/many questions posed in Factorio. If I were trying to sell this game in a booth: I'd have these roll-ups to catch people's atte...
by Dry Hairy Tree
Mon Mar 12, 2018 8:44 pm
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Some Dry Stuff

My other favorite game got updated recently so that's what I've been playing. :D I'll be back to show this franchise concept (prototype is almost completed) when I'm over the other game, and not till then.... Anyhoo, just checking in with Factorio world. Hope folks are well. May all your builds be a...
by Dry Hairy Tree
Thu Feb 08, 2018 8:14 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Expansionist Tendencies

Artillery are just too much fun! The (non-targeted) range is rather limited until you churn out a few range upgrades but unless you have a mega base you quickly hit a wall... Exponentially increasing research costs. I'm halfway through Artillery range 8 right now, and it requires 256000 science pack...
by Dry Hairy Tree
Wed Feb 07, 2018 11:17 pm
Forum: Show your Creations
Topic: Automatic outpost construction
Replies: 3
Views: 9693

Re: Automatic outpost construction

Nice work. Outpost construction certainly does get boring. I've got biters all evolved and nasty so I have to include the lasers, walls, repair kits, robots.... Blueprints help but as each outpost varies I do a fair bit of it manually. Large patches are certainly called for. Unfortunately the game t...
by Dry Hairy Tree
Tue Jan 30, 2018 6:23 am
Forum: Ideas and Requests For Mods
Topic: Water turbines and underground rail tunnrls.
Replies: 9
Views: 3831

Re: Water turbines and underground rail tunnrls.

A train tunnel or bridge would be a game changer. Throughput of rail is always bottle-necked by intersections. A mod like this would be very popular imo.
by Dry Hairy Tree
Sun Jan 28, 2018 12:44 am
Forum: Show your Creations
Topic: Ore splitter
Replies: 15
Views: 8885

Re: Ore splitter

I've tackled this issue (one type of filtered ore backing up and blocking other types). Two things need to occur. 1. You are actually using all ore types you are mining. 2. You loop back the outputs of the filtering system to the beginning of non-mixed ore lines, so they get priority space to move o...
by Dry Hairy Tree
Sun Jan 28, 2018 12:30 am
Forum: Show your Creations
Topic: 16.16 Ore smelting to fully compressed blue belts
Replies: 6
Views: 8915

Re: 16.16 Ore smelting to fully compressed blue belts

As it's your first play through I thought I'd say hello and welcome. You did pretty good for a first set-up. Compression may not be being achieved however. A typical fix for compression these days is to use splitters to dilute then merge lanes from smelting. Here's my first attempt. I've since noted...
by Dry Hairy Tree
Sat Jan 27, 2018 10:47 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 102151

Re: 0.16 Map generation Feedback

I just turned off biters, turned water to very low frequency and big, and took a (modded) hours drive around a newly generated map to have a look. And then I quit, cos it was rubbish. I found myself driving round a maze of endless peninsulas surrounded by impassable water bodies. The water was so im...
by Dry Hairy Tree
Fri Jan 26, 2018 9:46 pm
Forum: General discussion
Topic: Factori02: Colonisation.
Replies: 3
Views: 2383

Factori02: Colonisation.

Got an idea for a sequel to this game that I'd like to put out there and see what people think/add to the idea. After sending your satellite you receive a message back from Earth. The planet is in dire straights (war, volcanism, meteor strike?...) and people are leaving en-masse in ships with no ide...
by Dry Hairy Tree
Sat Jan 20, 2018 12:32 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Rail and mining can co-exist

I don't like bending my rail to accommodate for ore patches. There is a relatively easy solution which I'm sure others have figured out years ago... :D

Here's what I do now. Rail straight through the ore. Mining runs over top.
Mining and rail.jpg
Mining and rail.jpg (121.62 KiB) Viewed 13665 times
by Dry Hairy Tree
Thu Jan 18, 2018 9:47 pm
Forum: Duplicates
Topic: Too Much Twilight
Replies: 3
Views: 1117

Too Much Twilight

In Factorio, as in TV, Twilight sucks. The lights come on too late. The lights turn off too soon. The half light is bad for my eyes. The light is so crappy in fact, there's been mods made to have permanent daylight, more light, more types of lights... but the rules for when lights turn on and off, t...
by Dry Hairy Tree
Wed Jan 17, 2018 10:49 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Building Store Revisited

Building Store is the factory that supplies me with stuff to build a factory. In this case that wee starter base makes this base with all science produced, which should/could make a mega base from here with some adjustments. Building store - bigger building store - bigger building store??? The idea ...
by Dry Hairy Tree
Sun Jan 14, 2018 4:33 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Tidy Bus (subterrain mod)

I make more fun of buses than I make actual buses, but when I do make a bus, I like to make it speshil. ;) The subterrain mod allows you underground belts and pipes up to 250 tiles. You are charged x belt pieces for x length. All good. I do not like the color it's kinda 60's porn jungle underwear ba...
by Dry Hairy Tree
Sun Jan 14, 2018 3:09 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Some Dry Stuff

What will I forget?... Freakin concrete! That cost me some time. In future I'd make solar and accumulators early, just one assembler each, to have them done. The rocket was being made faster than the satellite parts so I had to wait for the last few panels. Using a splitter on smelting lines you can...
by Dry Hairy Tree
Sun Jan 14, 2018 12:47 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Building Store Revisited

Definitely needed more copper. Another line has brought it all together. Speed modules are the last ingredient for high tech and they sit up top. I have double the circuits required to feed them so I can begin making production modules for the silo, and I will convert it to 16 x speed module assembl...
by Dry Hairy Tree
Sat Jan 13, 2018 10:12 pm
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Some Dry Stuff

Made a few mistakes to learn from/some I shoulda already learned, but all good. Here's where the blue circuits fit, up snug against the red. Three more smelting lines (iron:copper:iron) get added to run a whole heap of green circuits for blue circuits and more reds. Mistakes: The green circuits for ...
by Dry Hairy Tree
Sat Jan 13, 2018 7:01 pm
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Rocket Launching

There are a couple of fine points easy to miss in the above design. The green circuits heading to red and the electric engines do not seem sufficient for the build - till you note the little bit spare from the miner drill build is bled over to this feed. It was 1/2 an assembler short, exactly the sp...
by Dry Hairy Tree
Sat Jan 13, 2018 11:47 am
Forum: Show your Creations
Topic: Some Dry Stuff
Replies: 81
Views: 42287

Re: Building Store Revisited

In case you hadn't realised it, I aint building a bus. BuildingStore8.jpg This looks a bit mad now but if you examine the build up the original smelting lines are obvious and placement begins to make sense. There is a bit of belt lacing going on to make it all work in the space given. There are no b...

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