Search found 150 matches
- Sun Mar 05, 2017 3:31 am
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 25989
Re: Which turrets are best?
What about flamethrower turrets?
- Sun Mar 05, 2017 3:21 am
- Forum: Ideas and Suggestions
- Topic: Maximum capacity production
- Replies: 6
- Views: 1857
Maximum capacity production
Be able to see maximum possible production of items. Right now we only see the production related to the consumption and there is no way to know "quickly and easily" how much we can expand production of an item without starving, before we reach that point.
- Sun Mar 05, 2017 3:20 am
- Forum: Implemented Suggestions
- Topic: Production panel for liquid
- Replies: 1
- Views: 699
Production panel for liquid
I would like to see in detail the production of oil / heavy oil / light oil / petroleum / sulfuric acid.
It can have it's own panel.
It can have it's own panel.
- Sun Mar 05, 2017 1:11 am
- Forum: Pending
- Topic: [0.14.22] Inconsistent rounding
- Replies: 2
- Views: 1225
Re: [0.14.22] Inconsistent rounding
Strange because I just test it and it's allways round-down either I take from a chest or placing into a chest. From text when placing into a chest with 5 items : -2 robotports (3) When taking item from chest with 5 items inside : +2 robotport (2) What's between "()" are what is left in you...
- Sat Mar 04, 2017 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Droids Pathfinding
- Replies: 14
- Views: 5782
Re: Droids Pathfinding
Current state of discussion: This is only needed, if the game would need us to build U-shaped robot-areas. But that is not the case. :) If you have a large lake/ocean, it would be nice if the robots followed the base instead of taking the most direct path and running out of power over the ocean. I ...
- Sat Mar 04, 2017 5:55 am
- Forum: Ideas and Suggestions
- Topic: Charge Pad
- Replies: 1
- Views: 1176
Re: Charge Pad
You should definately try wireless charging mod
https://mods.factorio.com/mods/mknejp/wireless-charging
https://mods.factorio.com/mods/mknejp/wireless-charging
- Fri Mar 03, 2017 7:02 pm
- Forum: General discussion
- Topic: Prevent Factorio from retrieving Steam achievements
- Replies: 6
- Views: 3093
Re: Prevent Factorio from retrieving Steam achievements
Install a mod that doesn't really do anything, maybe Loot Chest or EvoGUI. Factorio will then disconnect its achievements from Steam and start a new "modded" set of achievements in a separate file which can be deleted to reset them. Thanks! I have never used mods before, so I thought achi...
- Fri Mar 03, 2017 11:06 am
- Forum: Gameplay Help
- Topic: Need help for 40/28 balancer design
- Replies: 5
- Views: 2704
Re: Need help for 40/28 balancer design
First, from the image your 4 lane balancer don't need the first or last 2 splitters A > AB --------- > ABCD > ABCD B > AB > ABCD ----------> ABCD C > CD > ABCD ----------> ABCD D > CD --------- > ABCD > ABCD If your train allways arrive at depot station full I think the balancing of each 4 lane asso...
- Fri Mar 03, 2017 6:35 am
- Forum: Ideas and Suggestions
- Topic: Add option to turn off syncing of autosave to Steam Cloud
- Replies: 11
- Views: 5188
Re: Add option to turn off syncing of autosave to Steam Cloud
When the cloud is enabled it tends to compare the cloud to your hard drive to see which is newer.
It's how cloud sync work. I think my point is still valid because how it'll be different to disable in-game instead on steam directly?
Locale folder unziped only take 156 KB.
It's how cloud sync work. I think my point is still valid because how it'll be different to disable in-game instead on steam directly?
Locale folder unziped only take 156 KB.
- Thu Mar 02, 2017 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Add option to turn off syncing of autosave to Steam Cloud
- Replies: 11
- Views: 5188
Re: Add option to turn off syncing of autosave to Steam Cloud
Check proprieties of factorio in steam, second panel you can deactivate steam cloud for factorio.
- Thu Mar 02, 2017 11:23 am
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5003
Re: Pollution Problems
You should try hardcore survival https://mods.factorio.com/mods/Mylon/Hardcore_Survival . It do exactly what you wish for being attacked at regular interval.
There are a few others mods about ennemies https://mods.factorio.com/?tags=enemies
There are a few others mods about ennemies https://mods.factorio.com/?tags=enemies
- Thu Mar 02, 2017 5:38 am
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5003
Re: Pollution Problems
There are 3 ways that alter the evolution of ennemies :
-time
-pollution
-number of ennemies you killed ( or spawns ) not sure on that.
Actually what most people do in early/mid game to prevent pollution to affect ennemies is to destroy a large area of spawns ennemies around the base.
-time
-pollution
-number of ennemies you killed ( or spawns ) not sure on that.
Actually what most people do in early/mid game to prevent pollution to affect ennemies is to destroy a large area of spawns ennemies around the base.
- Wed Mar 01, 2017 9:55 am
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11625
Re: Escape island
Fun fact I discover while trying to work on that mod. There allready a system in place that adjust your position if the position (0,0) normal starting place are water. Then it will search the nearest land. The nearest land was a small island when I discover that as my new position ( 3.19921875,1.199...
- Wed Mar 01, 2017 5:41 am
- Forum: Ideas and Suggestions
- Topic: Mod Item Creation Tool
- Replies: 2
- Views: 1373
Re: Mod Item Creation Tool
You should check viewtopic.php?f=135&t=40830
- Wed Mar 01, 2017 5:40 am
- Forum: Ideas and Suggestions
- Topic: UI suggestion for Assembling Machines
- Replies: 5
- Views: 1582
Re: UI suggestion for Assembling Machines
When assembly are active and work at 100% check the number and divide it by 2 or you can check in your handcraft panel.
- Wed Mar 01, 2017 5:36 am
- Forum: Modding help
- Topic: Set tiles
- Replies: 10
- Views: 3904
Re: Set tiles
local tiles = {} for x = 1,10 do for y = 1,10 do table.insert(tiles, {"grass",{x,y}} end end set_tiles(tiles) That still won't work without "name" and "position" as keys. Are you sure about that ? There are 2 different type of function in lua api. can_place_entity{name...
- Tue Feb 28, 2017 7:03 pm
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7592
Re: Factorio Design Issues
I can point out the problems and ways to solve them though, which can help the devs develop a solution. I think that is more helpful. I understand the problem you try to expose : you don't like "build more when need more" Still the solution missing. What for you should they do that will i...
- Tue Feb 28, 2017 11:39 am
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7592
Re: The grand collection of improvements
https://forums.factorio.com/viewtopic.php?f=6&t=3394 You should keep one suggestion per thread as multiple suggestions it's hard to keep discussion about multiple subject in same thread without loosing focus on some suggestion. Also if dev decided to implement one of your suggestion all other su...
- Tue Feb 28, 2017 10:42 am
- Forum: Modding help
- Topic: Set tiles
- Replies: 10
- Views: 3904
Re: Set tiles
I check the lua api I was thinking it's working same as position.
Both are valid : {1,1} or {x = 1, y = 1}
Explicit specification are required and no shorthand allowed for that function.
Thanks for clarification.
Both are valid : {1,1} or {x = 1, y = 1}
Explicit specification are required and no shorthand allowed for that function.
Thanks for clarification.
- Tue Feb 28, 2017 10:26 am
- Forum: Modding help
- Topic: Set tiles
- Replies: 10
- Views: 3904
Set tiles
It's said to use this function as a batch. How the right way to do it ?
Code: Select all
set_tiles({"grass",{1,1}},{"grass",{2,2}},{"grass",{3,3}})