Search found 435 matches

by Rahjital
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...
by Rahjital
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...
by Rahjital
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...
by Rahjital
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.
by Rahjital
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.
by Rahjital
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. ;)
by Rahjital
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...
by Rahjital
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.
by Rahjital
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. :lol:
by Rahjital
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...
by Rahjital
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.
by Rahjital
Wed Jun 18, 2014 12:33 pm
Forum: Releases
Topic: Version 0.10.0
Replies: 85
Views: 68110

Re: Version 0.10.0

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.).
Said by the devs in the Friday Facts #38 thread.
by Rahjital
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...
by Rahjital
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? :lol:
by Rahjital
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

DRBLN wrote:But it consumes the fuel even though it's idle.
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?)
by Rahjital
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...
by Rahjital
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.
by Rahjital
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?
by Rahjital
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 ...
by Rahjital
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.

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