Search found 130 matches
- Tue Aug 01, 2017 4:46 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 63579
Re: Mirror Blueprints over Vertical/Horizontal Axis
Okay, that was a bit of a joke, but seriously, if they have some things un-mirrorable, then people will consider it a bug and report it, and they'll either have to make it work somehow or have an imperfect mirroring system (which doesn't seem like something they would do). I mean, if the devs make ...
- Tue Aug 01, 2017 3:46 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Patashu's Mod ideas thread
- Replies: 3
- Views: 2761
Re: [Request] Patashu's Mod ideas thread
2 is so easy to do with simple honor system discipline (I wanted to link to a five hour burner-drill only speed run I recall seeing, but now I can't find it) that I can't see ever wanting to install a mod for it. I attempted to play for <1000PU pollution discipline, but soon gave up . In this case,...
- Tue Aug 01, 2017 12:35 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502218
Re: Simple Questions and Short Answers
If your power supply is very low, normal inserters can't even pick up from yellow belts!
- Mon Jul 31, 2017 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
- Replies: 22
- Views: 9509
Re: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
How about having just one chest and then set filters for the minimum and maximum number of desired items. Without filters anything can be stored just like a storage chest now. A filter of anything or everything would keep the chest as general storage but limit the amount. If an item is below the mi...
- Mon Jul 31, 2017 7:44 am
- Forum: Ideas and Suggestions
- Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
- Replies: 22
- Views: 9509
Re: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
Just wanted to say that this suggestion is really cool. As one additional suggestion, maybe make it possible for storage chests to have only construction robots take from them (not logistic robots) so you can have construction bot only chests, by adding just one checkbox. Or is this not really neede...
- Mon Jul 31, 2017 3:40 am
- Forum: General discussion
- Topic: factorio hardmode live stream: your input wanted
- Replies: 6
- Views: 2714
Re: factorio hardmode live stream: your input wanted
In addition to stone, uranium and ore should also be kept above very low.
If you want an extra challenge, you should consider adding the mod 'Rampant', which makes the biter AI more nuanced and harder to cheese.
In addition, the mod 'Space Extension' will give you a longer spanning win condition.
If you want an extra challenge, you should consider adding the mod 'Rampant', which makes the biter AI more nuanced and harder to cheese.
In addition, the mod 'Space Extension' will give you a longer spanning win condition.
- Mon Jul 31, 2017 2:01 am
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 37745
Re: Starting on a small isle?? Read this before you post!
Small islands can be checked by scanning 100 tiles in each cardinal direction, counting the number of land tiles till' ya hit water, adding them up and seeing if the result is less than 250. After 100 failed random guesses, spawn the player on a small island anyway. Or more rigorously by using a bl...
- Sat Jul 29, 2017 11:00 pm
- Forum: Gameplay Help
- Topic: [RESOLVED] Dumb OCD Underground Belt Question! :D
- Replies: 2
- Views: 1239
Re: Dumb OCD Underground Belt Question! :D
Underground belt entrance of a certain colour always link to the first underground belt entrance of the same colour in front of them.
So, make the first pair yellow and the second pair red, and your setup will work. (Or any other pair of two colours)
So, make the first pair yellow and the second pair red, and your setup will work. (Or any other pair of two colours)
- Fri Jul 28, 2017 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Decrease Pollution, Decontamination
- Replies: 3
- Views: 1517
Re: Decrease Pollution, Decontamination
I think you can put efficiency modules in your buildings and beacons*, run everything off of solar+accumulators, and doing that will make pollution plummet.
*This might not be effective. Haven't done the math.
*This might not be effective. Haven't done the math.
- Fri Jul 28, 2017 12:35 am
- Forum: Modding discussion
- Topic: First mods to try?
- Replies: 11
- Views: 4439
Re: First mods to try?
Look into Portal Research and Space Expansion for additional end-game content.
- Thu Jul 27, 2017 6:57 am
- Forum: Modding help
- Topic: Loaders and electrical-energy-interface recipes
- Replies: 5
- Views: 4667
Re: Loaders and electrical-energy-interface recipes
electrical-energy-interface is used in the trains tutorial so that inserters can be given power while abstracting away the details of what the power is. Not sure if it is used anywhere else in Vanilla.
- Thu Jul 27, 2017 5:17 am
- Forum: Gameplay Help
- Topic: Combined Train stations
- Replies: 4
- Views: 2758
Re: Combined Train stations
I think if you give two different stops the same name, then a train ordered to go to that stop name can pick whichever stop it wants to arrive at.
- Wed Jul 26, 2017 11:06 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Patashu's Mod ideas thread
- Replies: 3
- Views: 2761
[Request] Patashu's Mod ideas thread
1) Burner Challenge - already exists, just needs updating to 0.15. https://mods.factorio.com/mods/AJ213/Burner-Challenge 'Everything that took energy now takes fuel.' Useful additions would be -a mod setting to multiply the efficiency of all buildings -compatibility with other building adding mods, ...
- Wed Jul 26, 2017 7:47 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.31] Nuclear Reactor modded production not changing
- Replies: 6
- Views: 3579
Re: [0.15.31] Nuclear Reactor modded production not changing
Look at the OP more carefully - an example mod is provided that changes nuclear reactor production, which demonstrates the bug.impetus maximus wrote:a mod? it would help if you said what mod you are using.
have you talked to said mod creator about it?
- Tue Jul 25, 2017 11:48 am
- Forum: Modding discussion
- Topic: Weird code in Electric Mining Drill?
- Replies: 3
- Views: 1704
Re: Weird code in Electric Mining Drill?
Sometimes it's more useful to show how a number was arrived at than to just write the number. For example, if you had a 1024x768 game and wanted the constant '30 less than 1024', your intent is clearer if you write 1024-30 than if you write 994. Why it's 0.15 / 1.5 specifically I don't know - maybe ...
- Tue Jul 25, 2017 12:03 am
- Forum: General discussion
- Topic: When we will get steam trading card ?
- Replies: 7
- Views: 4268
Re: When we will get steam trading card ?
I would say never, as the devs are pretty much focused on things that are not steam only. Personally, I never understood the steam trading cards, you just get a random X of them for playing a game for X time. Unlike achievements, for which you need to "work", and require some sense of acc...
- Tue Jul 25, 2017 12:01 am
- Forum: Gameplay Help
- Topic: Construction robot getting stuck with sparks?
- Replies: 6
- Views: 2317
Re: Construction robot getting stuck with sparks?
I've seen construction robots get stuck when they want to place the item they're carrying but something is in the way (like the player character - not sure what else can cause this)
- Mon Jul 24, 2017 6:43 am
- Forum: Gameplay Help
- Topic: Improving Performance
- Replies: 7
- Views: 3512
Re: Improving Performance
If your updates take 40ms (e.g. UPS = 25) and you make them 3ms faster, you go from 25UPS to 27UPS.d3x0r wrote:thats only 3ms of the 16ms in 1UPS.
- Mon Jul 24, 2017 6:26 am
- Forum: Logistic Train Network
- Topic: reddit bug report/help request about LTN fluids
- Replies: 5
- Views: 2885
Re: reddit bug report/help request about LTN fluids
Thx, I forwarded your response to them
- Mon Jul 24, 2017 4:37 am
- Forum: Logistic Train Network
- Topic: reddit bug report/help request about LTN fluids
- Replies: 5
- Views: 2885
reddit bug report/help request about LTN fluids
https://www.reddit.com/r/factorio/comments/6oynbs/difficulties_with_logistic_train_network_mod/dkmrh6p/ My normal trains are working fine with LTN, but I'm having a hell of a time with fluid wagons. For some reason my trains with acid in them are leaving before unloading the acid, then they go back ...