Search found 980 matches
- Thu Apr 21, 2016 4:16 pm
- Forum: Gameplay Help
- Topic: Restart without losing researches and stuff?
- Replies: 5
- Views: 1605
Re: Restart without losing researches and stuff?
I think it is definitely viable to just build a massive amount of storage chests and have bots take everything down. Or just abandon your current factory and take like an inventory and car full of stuff and start a new factory somewhere else.
- Thu Apr 21, 2016 4:14 pm
- Forum: Gameplay Help
- Topic: Seed / Exchange String for Water World?
- Replies: 10
- Views: 3976
Re: Seed / Exchange String for Water World?
I don't really understand why you would want something like that? It wouldn't be playable at all. O.o
- Wed Apr 20, 2016 4:49 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 114848
Re: The Ctrl+V Game
viewtopic.php?f=88&t=16042
I don't recall what this goes to, but at least it's Factorio related. Lol
I don't recall what this goes to, but at least it's Factorio related. Lol
- Tue Apr 19, 2016 5:17 pm
- Forum: General discussion
- Topic: Peaceful mode vs The fight - which do you prefer?
- Replies: 11
- Views: 7199
Re: Peaceful mode vs The fight - which do you prefer?
Personally I prefer fighting. Don't think I have ever played on Peaceful Mode cause I would just find too boring. I can see the benefit of just being able to build your factory on peace.
- Mon Apr 18, 2016 5:00 pm
- Forum: Show your Creations
- Topic: Automated Research Facility
- Replies: 1
- Views: 1771
Re: Automated Research Facility
Nice setup! Don't think I've really ever seen it done like this before.
- Sat Apr 16, 2016 5:39 pm
- Forum: Gameplay Help
- Topic: I WANT POLLUTION
- Replies: 4
- Views: 2053
Re: I WANT POLLUTION
I know that Dytech has a pollution creating Module that it adds. Plus the buildings and scale at which you build with a Mod like Dytech or Bobs mods will create a ton of pollution.
- Sat Apr 16, 2016 5:37 pm
- Forum: General discussion
- Topic: My Super Long Feedback and Suggestions
- Replies: 5
- Views: 2727
Re: My Super Long Feedback and Suggestions
Always interesting and good to read feedback like this. :) I agree on almost all your points actually. The resource generation on maps is kind of weird and certainly doesn't always work how you think it will, and could be improved for sure. In fact the Devs so plan to rework it in a future patch to ...
- Sat Apr 16, 2016 5:21 pm
- Forum: General discussion
- Topic: How do I get started on a new map?
- Replies: 8
- Views: 4888
Re: How do I get started on a new map?
I have a couple suggestions and such. :) Personally I like to explore my starting area before I even build anything to see if it's suitable at all. I either do it manually by walking around or use the Initial Map Scan mod that automatically reveals part of the map the size of your starting area. Sup...
- Fri Apr 15, 2016 3:13 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 37239
Re: Friday Facts #134 - Signal placement indicator
Absolutely love the signal placing Indicator! :D As someone who has struggled with signalling for a long time, this will be unbelievably helpful. Brilliant idea and the execution looks quite nice as well. Definitely going to be one of those features we don't know how we played without it. Also welco...
- Wed Apr 13, 2016 5:39 pm
- Forum: Gameplay Help
- Topic: [noob] Requester Chest amount / Get one item from stack ...
- Replies: 3
- Views: 2239
Re: [noob] Requester Chest amount / Get one item from stack ...
I also get annoyed by the request mount defaulting to a whole stack. Haha There are two main ways around this. The first is actually a Mod called Default Request Amount Change that changes it to 1. You can find it here: https://forums.factorio.com/viewtopic.php?f=14&t=8207 The second method is t...
- Tue Apr 12, 2016 6:12 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Combat Units
- Replies: 11
- Views: 9779
Re: [MOD 0.12.30] Combat Units
Adds combat units which you can deploy with a gun or a turret They act dumb, but live forever (unless killed) Don't shoot them or they will attack you! Hm, sounds very interesting, but I'm having a hard time visualizing how this works... Xterminator, do a mod spotlight. :lol: Haha will do! :D Look ...
- Tue Apr 12, 2016 6:04 pm
- Forum: Gameplay Help
- Topic: Furnaces keep getting stone
- Replies: 7
- Views: 2786
Re: Furnaces keep getting stone
Sounds like one or more of your drills is also mining some stone along with the Iron. If you hover over a miner, in the bottom of the info screen that shows up it will show what resources the miner is covering. You should be able to locate the one doing stone like that and move it.
- Mon Apr 11, 2016 5:08 pm
- Forum: General discussion
- Topic: Train stations V vs H
- Replies: 45
- Views: 15959
Re: Train stations V vs H
While I'm in favor of trying to fix the issue of length on H vs V, I'm not a huge fan of the methods they proposed. The gap method just doesn't look right to me. It's extremely noticeable going from no gap to ahuge gap between Wagons and loco. If anything I think graphics stretching might better.
- Sun Apr 10, 2016 5:38 pm
- Forum: Gameplay Help
- Topic: Inserter Balance
- Replies: 3
- Views: 1761
Re: Inserter Balance
To be honest I always remember it being like this. Don't recall that it ever did work evenly. However in your example, the problem could be that you aren't producing enough cables to begin with. :p The ratio for circuits to be built at full speed is 3 cable machines to 2 circuit machines. So unless ...
- Sat Apr 09, 2016 5:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Wallcraft [0.0.2]
- Replies: 21
- Views: 16206
Re: [MOD 0.12.x] Wallcraft [0.0.1]
Sounds pretty interesting! Defy another use for those resources. Would love to see some stats and picture though.
- Sat Apr 09, 2016 5:34 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Better Icons
- Replies: 8
- Views: 10510
Re: [MOD 0.12.x] Better Icons
Really nice mod! After looking at the comparisons, it makes me realize how many icons are outdated. Haha Probably gonna start using this in my games.
The only change I'm not a huge fan of is the Alien Artifact one. haha
The only change I'm not a huge fan of is the Alien Artifact one. haha
- Sat Apr 09, 2016 5:30 pm
- Forum: Gameplay Help
- Topic: some logistic robots not working.
- Replies: 2
- Views: 2746
Re: some logistic robots not working.
Sounds to me like there just wasn't that many pipes in the network or chest so only a few robots were needed to move them. If you did actually have like 1k pipes in that chest than I honestly can't think of a reason why that would be happening. O.o
- Fri Apr 08, 2016 10:58 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 74368
Re: Friday Facts #133 - The train struggle
Hehe I was worried there wouldn't be a FF today. :o Anyway, it's great to hear about all the changes, especially the ability to select certain items on the production graph. This will never better for when you use mods like Dytech or Bobs where there are a ton of different items you can't see. Also ...
- Thu Apr 07, 2016 5:29 pm
- Forum: General discussion
- Topic: Why can't 1 gear factory supply 10 red science factories?
- Replies: 9
- Views: 15100
Re: Why can't 1 gear factory supply 10 red science factories?
the yellow inserter speed is only 0.84 turns per second. Wow, there we go. I assumed yellow inserter could move 1 item per second and blue inserter was 2 items per second from what I had measured approximately. I had a yellow inserter taking the gears out of the factory which was slowing it down ju...
- Wed Apr 06, 2016 10:08 pm
- Forum: Mods
- Topic: [MOD 0.14+]DroneHome_0.2.3 (28.08.2016)
- Replies: 7
- Views: 5186
Re: [MOD 0.12.11+]DroneHome_0.1.0 (06.04.2016)
Interesting mod! I'm looking forward to trying it out, and probably doing a Mod Spotlight on it. I think it's a cool idea to be able to like refurbish the robots if you want. I do think I found a bug though. After placing the landing pad, once you pull it up it turns into a Smart Chest rather than g...