Search found 201 matches

by starholme
Fri Jun 19, 2015 7:08 pm
Forum: Gameplay Help
Topic: I'm failing to expand the circuits.
Replies: 11
Views: 10048

Re: I'm failing to expand the circuits.

I don't know what's to the right of your copper line, but you could place another set of factories there as well, doubling your production. Or add a section to your factory that has dedicated raw material inputs for building circuits. If each copper belt can support 3 modules, then 10 copper belts c...
by starholme
Mon Jun 15, 2015 7:18 pm
Forum: Mods
Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
Replies: 15
Views: 26556

Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics

Thanks VampiricDust, I've been stupid busy in real life, no time to maintain this mod... Alrighty, went ahead and did the fixes for the crystallizer & mohole sharing the same category. Below is the entire contents for each fixed file. Changes: Added recipe category for crystallizer prototypes/ca...
by starholme
Thu Jun 11, 2015 2:45 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 93572

Re: Final (Maxed) Designs

Salmon? First time my eyes have ever bled while looking at a fish.
by starholme
Wed Jun 03, 2015 3:34 pm
Forum: Gameplay Help
Topic: Poor Planning...
Replies: 6
Views: 4722

Re: Poor Planning...

Most of the time, I find that just leaving the old base alone and building a new one beside it is easiest. Later if I want the space for something I might tear it down.
by starholme
Tue Jun 02, 2015 4:08 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 77716

Re: Friday Facts #88 - Combinators

These HD will be awsome but HD mean precision and i think this Steam Engine if really weird and really broken x) If you look right on the bottom right, the part who look like an egg must be flying because the arm if passing through the central axis of this part. (in the picture, the red lines help ...
by starholme
Mon Jun 01, 2015 8:21 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Deevolution script
Replies: 6
Views: 6178

Re: [Request] Deevolution script

You also might want to look at the alien temple mod: https://forums.factorio.com/forum/vie ... =14&t=8863
It does something very similar
by starholme
Mon Jun 01, 2015 8:19 pm
Forum: Ideas and Suggestions
Topic: [Request] ELECTRIC BOILER
Replies: 40
Views: 24453

Re: [Request] ELECTRIC BOILER

So do you want to make a perpetum mobile or just havent thought this through? You use coal to make electricity. There is tricks like using the electric boiler to heat water for overnight storage, instead of accumulators. A storage tank at 100c has great energy density compared to accumulators. I'm ...
by starholme
Mon Jun 01, 2015 8:13 pm
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 35
Views: 55350

Re: [Guide] Making spritesheets with Blender

I'd like to see this one stickied as well. ssilk? Do you mind doing that for us?
by starholme
Mon Jun 01, 2015 3:16 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 77716

Re: Friday Facts #88 - Combinators

I remember, the HD official mod was mentioned here . I can't stop watching now... :D https://eu3.factorio.com/assets//img/blog/fff-64-steam-engine-high-resolution.gif Wait. I just noticed this sentence: "The comparison of the normal resolution render versus the double sized resolution speaks f...
by starholme
Sat May 23, 2015 4:16 am
Forum: General discussion
Topic: Do Enemies Scale?
Replies: 4
Views: 5209

Re: Do Enemies Scale?

Have a look at https://forums.factorio.com/wiki/inde ... le=Enemies - There is a section at the bottom about evolution that should answer most of your questions. Feel free to ask for clarification though!
by starholme
Wed May 20, 2015 9:34 pm
Forum: Modding help
Topic: Artillery Cannon help required
Replies: 12
Views: 4093

Re: Artillery Cannon help required

Anyone ever figure out how to create an explosion in a mod? I'm thinking that the turret doesn't actually fire, it just could create an explosion entity at a location (as if you threw a grenade there as a player)
by starholme
Tue May 19, 2015 6:49 pm
Forum: Ideas and Suggestions
Topic: Cranes|| Magma wells
Replies: 3
Views: 1232

Re: Cranes|| Magma wells

There's the un-maintained mohole mod that does something similar for mining magma. You get lava that can be crystallized into iron or copper, with large amounts of waste rock.
by starholme
Tue May 19, 2015 6:44 pm
Forum: Gameplay Help
Topic: Playing on 2 computers
Replies: 13
Views: 5521

Re: Playing on 2 computers

Not completely on topic, but techreport has an amazing SSD endurance test writeup http://techreport.com/review/27909/the- ... e-all-dead
by starholme
Tue May 19, 2015 6:25 pm
Forum: General discussion
Topic: Stepping it up a notch?
Replies: 10
Views: 10020

Re: Stepping it up a notch?

If you are open to mods, I strongly suggest adding Dynamic Expansion: https://forums.factorio.com/forum/viewtopic.php?f=14&t=7935 As your evolution level increases, the biters become significantly more aggressive. The biggest change as far as I'm concerned is to the way that they try to create n...
by starholme
Wed May 06, 2015 6:04 pm
Forum: Balancing
Topic: Armor Batteries are underpowered, give them a boost
Replies: 14
Views: 29309

Re: Armor Batteries are underpowered, give them a boost

The sun is a reasonably portable fusion reactor. Shouldn't need more than about 1,000,000,000 x 1,000,000,000 tiles in the grid. Provides a boost to solar panels. Keeps the user toasty. Incinerates nearby everything. On topic, I'd like to see higher tier batteries. Up to the point that it becomes pr...
by starholme
Fri May 01, 2015 7:14 pm
Forum: General discussion
Topic: What kind of PC do I need?
Replies: 27
Views: 10499

Re: What kind of PC do I need?

Just some general observations about good 'gaming' processors: More cores is not always better - Most games (including factorio) have a limited level of multithreading, and are only able to take advantage of a few cores. Very few can utilize more than 2 effectively, so hedge your bets on the future ...
by starholme
Sun Apr 26, 2015 7:01 am
Forum: Balancing
Topic: Research to boost Gun Turret range
Replies: 11
Views: 18974

Re: Research to boost Gun Turret range

Another possibility would be to skew the fire rate/damage even farther, to the point that the low firing rate of lasers is a real disadvantage. Make the laser only fire once per second. Or once every 2 seconds. Buff up the damage per shot to get the same dps. So a laser can nearly one-hit most enemi...
by starholme
Sun Apr 26, 2015 6:46 am
Forum: Ideas and Suggestions
Topic: Additions to the fluid system
Replies: 22
Views: 7757

Re: Additions to the fluid system

I think the boilers could be made rotatable, and have one axis for water, one axis for steam. So water flows left and right through a row of boilers, and steam flows up and down. Or rotate the boilers for the opposite. So you feed water into the left most boiler. It applies heat. If the temperature ...
by starholme
Fri Apr 17, 2015 2:33 pm
Forum: Ideas and Suggestions
Topic: Change curved track rotation to require fewer keypresses
Replies: 10
Views: 4721

Re: Change curved track rotation to require fewer keypresses

I threw together some awful code in Autohotkey if anyone uses it, for demonstration. Makes rail construction much nicer for now. Shift-T to switch to Train Mode, R to rotate right, Shift-R to rotate left. $+t:: IfWinActive, Factorio { SendInput +t If TrainMode = 1 { TrainMode := 0 } else { TrainMod...
by starholme
Wed Apr 15, 2015 2:44 pm
Forum: Gameplay Help
Topic: Advanced oil ratios?
Replies: 9
Views: 14245

Re: Advanced oil ratios?

Somewhere around 1 refinery to .3 heavy cracking to .75 light cracking I find. I often use a small pump and tank to store a full tank of heavy and light, just in case I want it for something.

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