Search found 201 matches
- 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...
- 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...
- 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.
- 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.
- 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 ...
- 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
It does something very similar
- 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 ...
- 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?
- 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...
- 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!
- 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)
- 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.
- 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
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.