Search found 1097 matches
- Wed May 17, 2017 7:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 80951
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Sorry, but why do I have to go to the GitHub website to see what the recent changes are? That's not a friendly website. The mobile display also doesn't work, so I have to actively switch it to desktop mode, before I can easily see anything resembling a changelog. Please document your changes in a mo...
- Wed May 17, 2017 7:18 pm
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 7522
Re: [MOD 0.15] Bluebuild rewritten
Very nice! I have finger arthrisis (not kidding) and the number of LMB clicks required to play Factorio is genuinely painful. I mean, setting up one group of 20 Furnaces is, what, 100-150 clicks? I've used Peppe's Bot Start mod in the past (modified it a bit to feel slightly less cheaty), but this m...
- Wed May 17, 2017 10:29 am
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 62137
Re: [MOD 0.14.x] Bottleneck
Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted.Nexela wrote:I will add an option to set ok to off
- Mon May 15, 2017 7:52 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 619
- Views: 202757
Re: [MOD 0.13.17+] Rampant - 0.15.8
I could add resistances to walls, which could also mean that certain types of spitters of the same size do more damage to walls than others. Would adding different types of walls or tiers or just buff the normal ones be preferable? Factorio clearly needs some kind of higher-tier Wall, based on Conc...
- Mon May 15, 2017 10:01 am
- Forum: Ideas and Suggestions
- Topic: Reactor needs a sound
- Replies: 5
- Views: 1232
Re: Reactor needs a sound
Given how awesome, late-gamey and prestigious the Fission Reactor technology is, the Reactor should make a satisfactory "high tech"-type sound, not just a cheap geiger counter clicking (stock) sound effect. That's fine for the Uranium material itself, but the Reactor has to sound freakin' ...
- Mon May 15, 2017 9:55 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to re-locate MP respawn location
- Replies: 0
- Views: 349
Mod to re-locate MP respawn location
Currently, in cooperative MP, if you die, you re-spawn at coordinates 0,0. I like to build a "Citadel" at the respawn location, centered on it 2x2 map cunks in size (64 x 64 tiles) as a heavily defended fortress (Walls. Gun Turrets) with personal Chests for each player, Requester Chests fo...
- Sat May 13, 2017 10:35 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 92
- Views: 27788
Re: [MOD 0.14] Text Plates
It seems to be working now. Thanks!Earendel wrote:The way factorio handles script-created ghost entities seems to have changed. This should be fixed now.
- Sat May 13, 2017 8:50 am
- Forum: Balancing
- Topic: Boilers are too cheap now
- Replies: 7
- Views: 1717
Re: Boilers are too cheap now
I always use a burner miner for stone early, apart from maybe one game where i scavenged rocks. Something like double the stone, triple the iron cost wouldn't make very much difference to the game start IMO. I think even with my proposed quadrupling, it won't cause any damage. The Achievement thing...
- Sat May 13, 2017 8:45 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 619
- Views: 202757
Re: [MOD 0.13.17+] Rampant - 0.14.13
I really liked the "horror aspect" of the Scary Nights mod, that caused the planet's natives to primarily attack during the night. But that mod is no longer getting updated, so can't be used with 0.15, and it had some problems with massive CPU usage anyway. But... I like the idea. Is ther...
- Thu May 11, 2017 4:55 pm
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
Re: 10 Chunk Blueprints
Here is another one, a base-in-a-box, something you can almost plonk down right when the game starts. It has inputs for Water, Fuel, Iron Ore, Copper Ore and Stone. It has the skeleton for a single Steam Power line (max 36 MW) but with only 3/20 of that utilized. You'll have to expand it with anothe...
- Thu May 11, 2017 11:16 am
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
Re: 10 Chunk Blueprints
Here is a 10-Chunk Multi-Smelter It takes in 2x4 Belts of Iron Ore, 2 Belts of Copper Ore, 2 Belts of Stone, and 3 Belts of Fuel. The Iron Ore Belts are the ones in groups of 4 UnderGround Belts. The Fuel Belts are the 3 spaced ones (I imagine Coal will be sufficient fuel, if you fill all 3 lanes, o...
- Thu May 11, 2017 10:08 am
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
Re: 10 Chunk Blueprints
Here is a BP of simply the Brick-paved path around a 10-Chunk, in case others want to play along and contribute BPs that fits this concept: 0eNqd3ctuXMcRgOF3mTUNTF3OVFGvEnghOYNkEIkixLERQ+C7R0psLQIY0KeVYRtNgl0z5/x/d10+n969//X6/On2dD+9+Xy6/fLx6eX05m+fTy+3fzy9ff/1v91/f76e3pxu9+uH08Pp6e2Hr//2cv/4dP3p3af...
- Thu May 11, 2017 10:01 am
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
Re: 10 Chunk Blueprints
https://forums.factorio.com/viewtopic.php?f=194&t=41486 some inspiration from me :) Very nice! I can see why using single-map-chunks makes sense for Rail. However, one of the ideas behind the 10-Chunk system is that you have simplified input/output. For instance, a 10-Chunk Smelting setup would...
- Thu May 11, 2017 9:10 am
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
Re: 10 Chunk Blueprints
And here is my first 10-Chunk. It's a skeleton for Steam power production. It has one in-take for 6 Transport Belts of fuel (Coal will suffice - probably not Wood), and another in-take of 6 UnderGround Pipes for Water. It all then gets routed to 3 lines each of 40 Boilers and 80 Steam Engines. Howev...
- Thu May 11, 2017 8:59 am
- Forum: Show your Creations
- Topic: 10 Chunk Blueprints
- Replies: 7
- Views: 2970
10 Chunk Blueprints
This is a project I've started doing, today. The idea is to build the factory based on large units that are 4 map chunks wide (128 tiles) and 2.5 chunks tall (80 tiles). 4 times 2.5 equals 10, hence "10 Chunks", or 10CH. This way, it can be "tiled". If you have 12 times 10 chunks...
- Thu May 11, 2017 8:41 am
- Forum: Balancing
- Topic: Boilers are too cheap now
- Replies: 7
- Views: 1717
Boilers are too cheap now
Boilers used to supply 390 kW of energy, and you needed a little over 1.3 per Steam Engine. Now they supply 1800 kW of energy, and you need 0.5 per Steam Engine. Looking at energy alone, they're over 4.5 times as good as they used to be. But they're still as dirt cheap as they were in 0.11 to 0.14 (...
- Thu May 11, 2017 6:03 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 92
- Views: 27788
Re: [MOD 0.14] Text Plates
Press alt and make sure that combinators are set to show signals in your options to see which letter is which. I've had "Show Combinators settings when detailed info is on" set to ENABLED since 2016. But that's not the issue. The problem is that Letter Plates included in a Blueprint, whic...
- Tue May 09, 2017 1:29 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 273830
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
One thing missing, based on the description, is an Armour Module that provides a gigantic (unlimited?) amount of power for the suit. Say, 1x1 in size but outputs the same as 20 Nuclear Modules.
- Mon May 08, 2017 3:59 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 92
- Views: 27788
Re: [MOD 0.14] Text Plates
I'm getting some inconsistent behaviour with Blueprints. I made a bunch of Blueprints in a cheat mode game, and saved them in my general player's library. In these BPs, I sometimes included Text Plate "labels" for input and/or output Belts or Pipes, so that for instance I could know that ...
- Mon May 08, 2017 2:21 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 92
- Views: 27788
Re: [MOD 0.14] Text Plates
I'm getting some inconsistent behaviour with Blueprints. I made a bunch of Blueprints in a cheat mode game, and saved them in my general player's library. In these BPs, I sometimes included Text Plate "labels" for input and/or output Belts or Pipes, so that for instance I could know that f...