Search found 93 matches
- Tue Mar 05, 2019 4:08 am
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9310
Re: Some thoughts on 0.16 -> 0.17
I feel like the ratio of panels and accumulators is complicated, so I don't want to do the maths to work it out, but I also don't want to just grab someone else's blueprint and use their design. 25 solar panels to 21 Accumulators or thereabouts. Could probably go 5:4 and throw in a random area of a...
- Mon Mar 04, 2019 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Quick insert exact number of items
- Replies: 10
- Views: 2712
Re: Autostacking Inventory
If you're not opposed to mods this should help do what you want:
https://mods.factorio.com/mod/even-distribution
https://mods.factorio.com/mod/even-distribution
- Mon Mar 04, 2019 3:06 pm
- Forum: Balancing
- Topic: Power armor power systems
- Replies: 19
- Views: 7824
Re: Power armor power systems
I think what we could really use is some kind of charging interface to hook up to your main power grid. Then you could run on batteries when you're out and about, switching to solar if the batteries run dry.
- Sun Mar 03, 2019 12:24 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Update Request] Compound Splitters
- Replies: 7
- Views: 2210
Re: [Mod Update Request] Compound Splitters
I assume most people use belt balancers to achieve similar results
https://factorioprints.com/view/-KjZ0Rk_VXbdnxJ9jmUj
https://factorioprints.com/view/-KjZ0gM62ddYvQA-mjiG
https://factorioprints.com/view/-KjZ17-ZfirKJBYRQT9X
https://factorioprints.com/view/-KjZ0Rk_VXbdnxJ9jmUj
https://factorioprints.com/view/-KjZ0gM62ddYvQA-mjiG
https://factorioprints.com/view/-KjZ17-ZfirKJBYRQT9X
- Fri Mar 01, 2019 8:16 pm
- Forum: Angels Mods
- Topic: How to adapt to the fuel changes?
- Replies: 9
- Views: 4309
Re: How to adapt to the fuel changes?
stupid question: If you double the coal used for coke, will recipe for carbon be modified to account for the increased coal requirement? Been a while since I played, but iirc, there's a lot of production chains that rely on coke/carbon that have nothing to do with fuel values that would get hit by t...
- Fri Mar 01, 2019 7:31 pm
- Forum: Angels Mods
- Topic: Fill bar on warehouses/ore silos?
- Replies: 3
- Views: 2096
Re: Fill bar on warehouses/ore silos?
Could probably set up something with combinators and indicator lights.
viewtopic.php?f=193&t=33679&p=229365&hi ... or#p211931
viewtopic.php?f=193&t=33679&p=229365&hi ... or#p211931
- Thu Feb 28, 2019 11:29 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218830
- Thu Feb 28, 2019 3:58 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246194
Re: Version 0.17.0
Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed. Odd use-case, but the other day I was driving a train manually through an intersection and got slammed by an automatic train destroying one of the middle cargo wagon...
- Thu Feb 28, 2019 3:02 am
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 5009
Re: Slow Pickup for Turret Walking
I think when gun turrets got their own extra damage boost from research, which actually goes past 100% but it does start off a lot less. Pretty sure he's right and that gun turrets had a base +100% damage. Wiki page mentions it before it was edited out in Oct 2017. https://wiki.factorio.com/index.p...
- Wed Feb 27, 2019 7:55 pm
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 5009
Re: Slow Pickup for Turret Walking
https://www.factorio.com/blog/post/fff-89 Turrets The final new look of the turrets is finished. The new look should be more consistent with the style and level of detail of the Factorio 2015. You can note, that both laser and ammo turret are now 2X2 entity. We believe it is a better solution if the...
- Wed Feb 27, 2019 5:16 pm
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 5009
Re: Slow Pickup for Turret Walking
What? Where did you read this? The tank machine gun got hit with that, but I don't remember seeing anything about turrets.Ranakastrasz wrote: βWed Feb 27, 2019 4:21 pmWell, turret damage is halved because of no more +100% damage bonus.
- Wed Feb 27, 2019 9:45 am
- Forum: General discussion
- Topic: I had a 450hours base (0.17)
- Replies: 11
- Views: 4182
- Tue Feb 26, 2019 5:24 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155402
Re: Friday Facts #283 - Prepare to Launch
As a bit of a space nerd it really triggered me a "bit" how nonsensical the rocket looks in Factorio from the point of view of actually getting to space. The engineer can make a machine gun turret with target tracking, autofire, and friend/foe identification without using circuitry or ele...
- Mon Feb 25, 2019 10:10 pm
- Forum: General discussion
- Topic: Ore mining setup
- Replies: 18
- Views: 14882
Re: Ore mining setup
If you put one miner on each side of the Traincar and 5 beacons around it and put Speed 3 modules in everything you end up with 2 mines running at 400% Speed and then you add on a high level of mining productivity you can fill a train a lot quicker than you think. You still would end up with more t...
- Fri Feb 22, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155402
Re: Friday Facts #283 - Prepare to Launch
They actually did completely scrap the engine. Yes, they rewrote the graphics engine and replaced rendering libraries, but that's not the same as scrapping the game's engine. For example the sounds are still the same: Regarding 0.17: it uses the same sound engine as 0.16 and all previous versions. ...
- Fri Feb 22, 2019 6:50 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155402
Re: Friday Facts #283 - Prepare to Launch
Sooooooooooooooo happy to FINALLY see an update. This may sound a bit silly, but will we see any large/obvious difference? What has changed in the last more than a year? Is it primarily different recipes with slightly better graphics? They completely scrapped and rewrote the game's engine from scra...
- Fri Feb 22, 2019 2:30 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84500
- Thu Feb 07, 2019 4:12 am
- Forum: Gameplay Help
- Topic: Energy surplus not stored?
- Replies: 10
- Views: 2990
Re: Energy surplus not stored?
Actually, now that I think about it, 14 steam turbines running should produce more than 40MW.
What kind of nuclear setup do you have and is it running correctly?
What kind of nuclear setup do you have and is it running correctly?
- Thu Feb 07, 2019 4:06 am
- Forum: Gameplay Help
- Topic: Energy surplus not stored?
- Replies: 10
- Views: 2990
Re: Energy surplus not stored?
Can you scroll up on the consumption tab?
Something's not right here: you're outputting 115MW, which is the full capacity of your power plants (75 steam, 40 nuclear), but something's consuming all of it looks like.
Something's not right here: you're outputting 115MW, which is the full capacity of your power plants (75 steam, 40 nuclear), but something's consuming all of it looks like.
- Wed Feb 06, 2019 2:34 pm
- Forum: General discussion
- Topic: The biggest problem with Factorio (by far)
- Replies: 21
- Views: 6666
Re: The biggest problem with Factorio (by far)
I honestly can't tell if this is a troll, a cultural misunderstanding, a mod, or a monitor setup issue. I do know that if you open up the icon and check the RGB values of most of the processing unit, it's overwhelming blue with red and green in equal proportions, if you're seeing something different...