Search found 130 matches
- Wed Aug 23, 2017 11:55 pm
- Forum: Ideas and Suggestions
- Topic: special assemblers/recipe's
- Replies: 3
- Views: 1627
Re: special assemblers/recipe's
https://mods.factorio.com/mods/EmperorZ ... ompression is a possible solution to this.
- Wed Aug 23, 2017 12:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293321
Re: [MOD 0.15+] Xander Mod v1.1.0
If you make all 'less convenient to handcraft' recipes not be handcraftable (only craftable in an assembler), does it fix the problem?
- Tue Aug 22, 2017 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Electronics
- Replies: 6
- Views: 2532
Re: Electronics
Vanilla Factorio isn't going to change the iron/copper paradigm at this point.
If you want realism, try bobs, bobs/angels or even bobs/angels/AAI.
There's also another mod that makes conveyor belts use rubber instead of iron, but I forget what it's called.
If you want realism, try bobs, bobs/angels or even bobs/angels/AAI.
There's also another mod that makes conveyor belts use rubber instead of iron, but I forget what it's called.
- Tue Aug 22, 2017 1:51 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39262
Re: Friday Facts #204 - Another day, another optimisation
You can easily do something like zoom_amount = math.pow(2, zoom_level/7), where zoom_level is an integer and zoom_amount is the proportion you zoom the map by. At 0 you get 1, at 7 you get 2, at -7 you get 0.5 and so on. I am sure the Factorio devs already do something like this as it's very obvious...
- Tue Aug 22, 2017 12:03 am
- Forum: Modding help
- Topic: A way to ignore productivity bonus for certain items?
- Replies: 8
- Views: 2465
Re: A way to ignore productivity bonus for certain items?
I feel like the way productivity works in Factorio is a bit backwards. Productivity implies that the process normally wastes some of the input resources, and increased productivity means you're throwing less away. So rather than the two options being 'infinite productivity' and 'no productivity', yo...
- Thu Aug 17, 2017 11:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Can't build railway roundabout
- Replies: 3
- Views: 1056
Re: Can't build railway roundabout
I think what darkfrei is asking for is a mod that prevents you from building (unsafe? inefficient? not sure what word to use) roundabouts by detecting if a small roundabout has just been built and, if it has, destroying it and giving you back the rail items.
- Thu Aug 17, 2017 4:59 am
- Forum: Pending
- Topic: Chemical Plants
- Replies: 3
- Views: 1114
Re: Chemical Plants
Screenshot?
- Thu Aug 17, 2017 12:04 am
- Forum: General discussion
- Topic: Will they add more infinite research? Or just current featur
- Replies: 7
- Views: 2222
Re: Will they add more infinite research? Or just current featur
Productivity is better, but if you research both at once, the benefits multiply.vanatteveldt wrote:Isn't mining productivity strictly better than mining speed? You also get more resources/s, but with productivity it doesn't add to the depletion...
- Wed Aug 16, 2017 3:35 am
- Forum: Not a bug
- Topic: Unable to rotate stone furnace.
- Replies: 1
- Views: 1552
Re: Unable to rotate stone furnace.
Furnaces don't have any directionality, so they can't be rotated. (Ores can be inserted from any direction, and plates can be taken out from any direction, using inserters or by mining directly into them with a miner.)
- Wed Aug 16, 2017 12:28 am
- Forum: Gameplay Help
- Topic: Question about pumps, pipe network and boilers.
- Replies: 2
- Views: 1100
Re: Question about pumps, pipe network and boilers.
Currently Factorio simulates the flow of liquids from pipe to pipe every tick, so if you are using say 20 boilers on one offshore pump/pipeline (the maximum one pump can support), there is no room to having more pumps push water onto that pipeline and no point to doing it. Start a new pipeline/pump ...
- Sun Aug 13, 2017 9:49 am
- Forum: General discussion
- Topic: Which factory design will yield the highest FPS?
- Replies: 5
- Views: 2419
Re: Which factory design will yield the highest FPS?
Also, solar/accu is better for UPS than nuclear because it has fewer moving parts to calculate. (In fact, I believe solar panels and accumulators that have the same charge are updated as a single entity, so building more does not change UPS.)
- Sun Aug 13, 2017 9:42 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 67834
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
A buffer will have a maximum capacity that it requests, so once all buffer chest requirements are fully satisfied then everything else will go back to normal. If you're using ammo faster than you're making it, then you have bigger problems to worry about
- Sun Aug 13, 2017 9:34 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Zones
- Replies: 7
- Views: 10681
Re: [MOD 0.14] AAI Zones
> Also for blueprinting some control logics (crossing control) I would need a constant-combinator which outputs its own position on the map, otherwise I have to manually adapt coordinates again and again... Should I write a mod for this? Would it be possible to add this to the mod here? https://mods...
- Sun Aug 13, 2017 6:14 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498757
Re: Simple Questions and Short Answers
hi, after watching plenty of hours on youtube I decided to try the game myself. I'm having an issue placing down items, it seems I empty out my full inventory every time I place down 1 item. For example when I'm placing a brickroad I always have t travel back to pick up excess bricks in the middle ...
- Sun Aug 13, 2017 6:00 am
- Forum: Outdated/Not implemented
- Topic: Change wording in deconstruction planner
- Replies: 7
- Views: 2703
Re: Change wording in deconstruction planner
The thing is that it's ambiguous as to the perspective you use. Whitelist and blacklist could mean 'survives the deconstruction planner, doesn't survive the deconstruction planner' like you're describing a firewall. Or it could mean 'deconstructed by the deconstruction planner, not deconstructed by ...
- Fri Aug 11, 2017 11:18 pm
- Forum: General discussion
- Topic: Main Bus Design
- Replies: 12
- Views: 11584
Re: Main Bus Design
The main bus is basically a tool to stop you from screwing yourself over if you haven't figured out in advanced the exact ratios and amounts of each assembler you'll need. By making it so by default you are leaving room to expand throughput of materials, added assemblers and new assembly areas to ar...
- Thu Aug 10, 2017 3:16 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 350207
Re: [0.15.x] Bob's Mods: General Discussion
Hello. I've been trying to follow recipe posted here (make sulfur from petrolium gas and water) but I hadn't able to find such recipe in chemistry plant... Does this recipe even exists? Thanks for help! :D 1) That recipe is disabled in Bob's mods. Try 'Oil processing with Sulfur' in Oil Refinery in...
- Tue Aug 08, 2017 11:51 pm
- Forum: Not a bug
- Topic: [0.15.32] inserters not filling chests
- Replies: 8
- Views: 2803
Re: [0.15.32] inserters not filling chests
I have definitely seen setups in my own games where inserters take turns, though. Is there some arcane underlying logic that decides whether you get turn taking or a single inserter monopolizing it all?
- Sun Aug 06, 2017 4:02 am
- Forum: Ideas and Suggestions
- Topic: Electric System Rework
- Replies: 9
- Views: 6718
Re: Electric System Rework
I really like the idea of this, but think it's too complicated/performance intensive for vanilla. It would be great to have it as a mod, but suspect the modding capabilities required for it won't ever be provided. If you could just edit the code directly like Minecraft mods, then great, but Factorio...
- Fri Aug 04, 2017 1:08 am
- Forum: Ideas and Suggestions
- Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
- Replies: 22
- Views: 9491
Re: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
I'm still not sure if gating checkboxes behind technology fixes it. With current logistics network and suggestion of OP, you place down different kinds of chests based on what you need, the game makes it obvious what the overall categories are and it's intuitive as a result. Even if you gate checkbo...