Search found 240 matches

by Turtle
Thu Aug 21, 2014 6:32 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 62711

Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste

Calico wrote:
bosebuck375 wrote:The links are broken.
uhm, you do realize that this thread is like over a year old? The setup that was presented here wouldn't even work nowadays, we had some HUGE changes since then. Also i got ninjaed.... that turtle came out of nowhere i swear! ;D
You're too slow :lol:
by Turtle
Thu Aug 21, 2014 6:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 62711

Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste

This thread was started OVER a year and a half ago.
by Turtle
Thu Aug 21, 2014 7:49 am
Forum: Implemented Suggestions
Topic: The noise from logistics robots / Drone sounds
Replies: 20
Views: 20420

Re: The noise from logistics robots

I made myself a very simple mod to adjust the volume for various things I find too loud, including the bots. Here are the details: https://forums.factorio.com/forum/viewtopic.php?f=25&t=4794#p36543

For step 3, in the data.lua file, add these lines:
data.raw["logistic-robot"]["logistic-robot ...
by Turtle
Thu Aug 21, 2014 6:12 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 166751

Re: Attacking biters with turrets makes all weapons pointles

IMO, the problem is balance. The only reason I use turrets to kill off a biter nest is big/medium worms. I believe they appear too early in the game, when the player can't handle them.
by Turtle
Thu Aug 21, 2014 5:26 am
Forum: Modding help
Topic: ned help with making mod
Replies: 6
Views: 2804

Re: ned help with making mod

You don't really need a mod for this. Just run this command:

Code: Select all

for _, tech in pairs(game.player.force.technologies) do tech.researched = true end
by Turtle
Thu Aug 21, 2014 5:23 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 8761

Re: Laser turret cooldown to encourage defenses to be mixed

IMHO, this would only encourage people to pile up more laser turrets per area.
How so? I heard a couple comments like this when I was talking about it on the IRC and I'd be curious to know exactly what you think would lead to that result.
Let's say someone likes to put 3 laser turrets per ...
by Turtle
Thu Aug 21, 2014 3:41 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 8761

Re: Laser turret cooldown to encourage defenses to be mixed

IMHO, this would only encourage people to pile up more laser turrets per area.
by Turtle
Tue Aug 19, 2014 10:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] sience packs disappear
Replies: 23
Views: 12307

Re: [0.10.2][kovarex] sience packs disappear

So after some thinking I have to say, that the current behavior should be kept as it is.


Solution1: only labs needed to finish the research start working, the rest of the labs will stay idle, so when you have 15 labs and 10 unit to finish the research, 10 labs will work, 5 will stay idle. The ...
by Turtle
Tue Aug 19, 2014 9:05 pm
Forum: General discussion
Topic: Factorio Lore
Replies: 22
Views: 14155

Re: Factorio Lore

I think it's fine that he's a "coward" because it gives the story room for character development. After all, we get "Frank" to eventually craft armor and fight biters.
by Turtle
Mon Aug 18, 2014 8:42 am
Forum: Ideas and Suggestions
Topic: Separate pipes, hydraulic press, gates...
Replies: 11
Views: 6133

Re: Separate pipes, hydraulic press, gates...

https://forums.factorio.com/forum/viewtopic.php?f=6&t=3394
" 1. One suggestion per post!
It is easy to write a subject like "I have some idea" and plug all your thoughts in it. It is more difficult, to part that into several posts. And the best would be to find already existing threads and just add ...
by Turtle
Mon Aug 18, 2014 3:37 am
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 144984

Re: [0.10.3] RoadWorks 1.06 + Soundless version

This mod is causing my character to get stuck on a lot of things, like walls, electric poles, machines, etc. I think it mostly happens when running diagonally. In the image below, I'm trying to run towards the top right and it's stuck running in place.
roadworks-stuck.png
roadworks-stuck.png (356.24 KiB) Viewed 10465 times
by Turtle
Sun Aug 17, 2014 7:00 pm
Forum: Gameplay Help
Topic: Train network issue (basic)
Replies: 5
Views: 2718

Re: Train network issue (basic)

I tried to make this work, but couldn't. It looks like it's related to this bug.
by Turtle
Sat Aug 16, 2014 9:21 pm
Forum: Gameplay Help
Topic: Struggling with train station layout / signals
Replies: 19
Views: 11812

Re: Struggling with train station layout / signals

ssilk wrote:@circle: I see signals, but not sure.
omg, i must be blind... I see the signals now haha!
by Turtle
Sat Aug 16, 2014 9:19 pm
Forum: Not a bug
Topic: [0.10.8] "space" fires combat shotgun out into the open
Replies: 7
Views: 6860

Re: [0.10.8] "space" fires combat shotgun out into the open

So... I had a lot of trouble using the movement keys along with the spacebar to shoot. I decided to change the hotkey to left mouse button and it works GREAT... move with let hand and click to shoot with right hand, it's very intuitive. Sometimes I go out and kill biters with my shotgun and forget ...
by Turtle
Sat Aug 16, 2014 9:12 pm
Forum: Gameplay Help
Topic: Struggling with train station layout / signals
Replies: 19
Views: 11812

Re: Struggling with train station layout / signals

I don't see any signals in the screenshots. You need two signals to create a block. The signals must be placed on the right side of the track, just like the stations.
by Turtle
Sat Aug 16, 2014 6:44 am
Forum: Gameplay Help
Topic: Remove Enemies?
Replies: 6
Views: 4242

Re: Remove Enemies?

After setting game.peacefulmode = true, you should do game.killallenemies() because some, if not all, existing biters will still not be on peaceful mode.
by Turtle
Sat Aug 16, 2014 3:52 am
Forum: Mods
Topic: [MOD 0.11.x] Smart Inserters
Replies: 11
Views: 21352

Re: [MOD 0.10.x] Smart Inserters

Updated to comply with the changes in v0.10.7.
by Turtle
Thu Aug 14, 2014 11:27 pm
Forum: Gameplay Help
Topic: Energy shield damage distribution
Replies: 5
Views: 5577

Re: Energy shield damage distribution

IMHO that should be considered a bug... or explicitly pointed in wiki/game.
I believe it's perfect as it is. If you have just enough reactors to cover your gear, you will start to slow down as soon as you take one hit because the reactors are charging all shields. So now your exoskeletons don't ...

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