Search found 435 matches
- Thu Jun 19, 2014 12:08 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130733
Re: [0.10.0] RoadWorks
I.. really like this mod. I hope some of this stuff makes it into vanilla.. Thank you! Yeah, I too hope we'll get to see roads and such in vanilla Factorio sooner or later. Especially because the mod API is fairly limited and most things have to be done in a very hacky way. I didn't exactly say tha...
- Thu Jun 19, 2014 11:21 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18234
Re: Possible balance issue: Electric energy / Effectivity
Burner inserters are a cheap low-tech item that, unlike regular inserters, does not use any power when idle. If it was also faster than normal inserters, then there would be no point in using standard inserters at all. Half of the advantage of steel furnaces is that they smelt faster with the same a...
- Thu Jun 19, 2014 11:10 am
- Forum: Ideas and Suggestions
- Topic: Of Boilers & Pipes
- Replies: 10
- Views: 2718
Re: Of Boilers & Pipes
The problem is the same as with the belts and already has been discussed: - The off-shore pump is need to generate the first electricity. If that pump needs electricity you need to produce electricity to make it run. See it? - the same reason as with the belts: what does it bring from game-play sig...
- Thu Jun 19, 2014 11:04 am
- Forum: Show your Creations
- Topic: I found the Motherload.
- Replies: 8
- Views: 7798
Re: I found the Motherload.
Burner miners? So you just spawned next to this? Holy moly, that's some great luck.
- Thu Jun 19, 2014 10:57 am
- Forum: Gameplay Help
- Topic: Pipes and Pumps
- Replies: 18
- Views: 6593
Re: Pipes and Pumps
Before trying to do any experiments, you should wait for 10.1, where a bug with disappearing liquids has been fixed.
- Thu Jun 19, 2014 10:47 am
- Forum: Mods
- Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
- Replies: 69
- Views: 32645
Re: [MOD 0.9.8] Reygan's Assembly Mod v1.0
This topic is still very much active, somebody just posted a fix for 0.10 last Sunday. Also, this forum very much encourages necroposting, just look at Ssilk telling people to search for old threads instead of creating new ones.
- Wed Jun 18, 2014 8:58 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130733
Re: [0.10.0] RoadWorks
Cool, another usefull mod. Show me bridge! Thanks! You can see the current version of bridges here: http://i.imgur.com/Mv5wVM3.png . Just remember they are still an experimental feature, so they are rather fugly and a bit buggy too. You can use them already, though, just enable the experimental fea...
- Wed Jun 18, 2014 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Massive base, fps drops, filesize triples
- Replies: 10
- Views: 5990
Re: [0.10.0] Massive base, fps drops, filesize triples
Hmm.. For me, replays themselves tend to be about 20-25 MB themselves (until I get a bad allocation error). I think how big the save grows depends on how much you are moving, clicking and doing various other stuff as well as on how much you explore.
- Wed Jun 18, 2014 6:41 pm
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 68110
Re: Version 0.10.0
Awww cube, you got my hopes up already! Way to crush them, kovarex.
- Wed Jun 18, 2014 6:40 pm
- Forum: Implemented Suggestions
- Topic: Mine Giant Rock / Mining Boulders
- Replies: 4
- Views: 2223
Re: Mine Giant Rock
Yeah, I agree. It's very unintuitive not to be able to mine them, when I was a beginner I thought they couldn't be destroyed and built my factories away from them. Making them mineable is as easy as adding one line to the prototype definition, there's no real reason for not changing this. By the way...
- Wed Jun 18, 2014 6:27 pm
- Forum: Gameplay Help
- Topic: [TIPS] For a quick start (Give your tips)
- Replies: 18
- Views: 14571
Re: [TIPS] For a quick start (Give your tips)
Am I really the only one who always takes the time to build a functional burner industry first? I find having at least two stone furnaces constantly smelting iron plates without any need to be supervised makes my subsequent electricity expansion much quicker.
- Wed Jun 18, 2014 12:33 pm
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 68110
Re: Version 0.10.0
Said by the devs in the Friday Facts #38 thread.slpwnd wrote:The 0.10.1 will be released on Friday. There are quite a few fixes and some of them are for rather annoying bugs (turrets not shooting, etc.).
- Wed Jun 18, 2014 12:22 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130733
[0.11.13] RoadWorks 2.0.0
RoadWorks is a mod focusing on adding the base connection infrastructure currently missing from Factorio. The mod expands on the car aspect of the game, adding features such as paved roads or speedometers. Three kinds of pavement - cobblestone, concrete and asphalt, each increasing the speed of vehi...
- Wed Jun 18, 2014 9:18 am
- Forum: Energy Production
- Topic: Green power is for the weak!
- Replies: 19
- Views: 14518
Re: Green power is for the weak!
That's 160 steam engines, so 80 megawatts of power, right?
Also, do you really need that much water?
Also, do you really need that much water?
- Tue Jun 17, 2014 9:08 pm
- Forum: Not a bug
- Topic: [0.10.0 Minor bug] Burner Inserter doesn't refill itself
- Replies: 8
- Views: 3018
Re: [0.10.0 Minor bug] Burner Inserter doesn't refill itself
It doesn't. Burner drills and inserters only consume fuel when working. I'm not sure how have you come to the conclusion (maybe because idle electric machines do consume power?)DRBLN wrote:But it consumes the fuel even though it's idle.
- Tue Jun 17, 2014 9:04 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18306
Re: Adv. circuit - craftingTime rebalancing
I don't think the crafting time of advanced circuits should be reduced. It's currently one of the leading factors for industrialisation - while you can craft items requiring the circuits manually for a while, you'll need to automate the process if you ever want to have plenty of roboports or other t...
- Tue Jun 17, 2014 1:45 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27466
Re: Friday Facts #38
Oh, that's great! Can't wait for Friday now.
- Tue Jun 17, 2014 1:44 pm
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 68110
Re: Version 0.10.0
Wait, you can set filters in the hotbar?
- Tue Jun 17, 2014 9:18 am
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 27466
Re: Friday Facts #38
The 0.10.1 will be released on Friday. There are quite a few fixes and some of them are for rather annoying bugs (turrets not shooting, etc.). Wonderful! I'm just sad that the bad allocation bug is not fixed in 10.1, it always seems to happen once my maps get bigs enough. Granted, my computer only ...
- Tue Jun 17, 2014 8:43 am
- Forum: Show your Creations
- Topic: Just my little base.
- Replies: 5
- Views: 6009
Re: Just my little base.
Well, Sander Buruma did say he wanted to boost production to 45 packs/minute by adding miners, but he may not realize he needs to speed up his gear production as well.