Search found 93 matches

by xfir01
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...
by xfir01
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
by xfir01
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.
by xfir01
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...
by xfir01
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
by xfir01
Thu Feb 28, 2019 11:29 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218830

Re: Bugs & FAQ

entity279 wrote: ↑
Thu Feb 28, 2019 9:09 pm
Thanks. Incominging chocolate then. Factorio is literally unplayable without Angels' mods
Just threw some chocolate in too. Thanks for the hours of fun!
by xfir01
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...
by xfir01
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...
by xfir01
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...
by xfir01
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

Ranakastrasz wrote: ↑
Wed Feb 27, 2019 4:21 pm
Well, turret damage is halved because of no more +100% damage bonus.
What? Where did you read this? The tank machine gun got hit with that, but I don't remember seeing anything about turrets.
by xfir01
Wed Feb 27, 2019 9:45 am
Forum: General discussion
Topic: I had a 450hours base (0.17)
Replies: 11
Views: 4182

Re: I had a 450hours base (0.17)

viewtopic.php?f=16&t=65157

You've probably lost a lot of laser damage from the change to research.
by xfir01
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...
by xfir01
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...
by xfir01
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. ...
by xfir01
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...
by xfir01
Fri Feb 22, 2019 2:30 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84500

Re: Friday Facts #282 - 0.17 in sight

Avezo wrote: ↑
Fri Feb 22, 2019 1:51 pm
Are we there yet?
https://www.youtube.com/watch?v=M3SznpdqyAs
by xfir01
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?
by xfir01
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.
by xfir01
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...

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