Search found 103 matches
- Wed Aug 09, 2017 12:42 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53695
Re: [MOD 0.15] Helicopters
Gooosh yeah I'm a retard. Totally forgot to include a tech when I disabled the recipes. :D Sorry. Leave your version here, that's totally fine. Xtrafresh you have no idea how motivating it is to see something like that. You thought about whats going on, put work into it, etc. Thanks, and also thank...
- Tue Aug 08, 2017 3:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53695
Re: [MOD 0.15] Helicopters
Agreed on the helipad map preview. I'm assuming there's plans to be able to name the helis and helipads the same way you can name train stations. They're all unique anyway, so that shouldn't be too much of a problem? The clicking on the helicopter to control it becomes apparent when you have multipl...
- Mon Aug 07, 2017 10:06 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53695
Re: [MOD 0.15] Helicopters
So I decided to actually make an effort instead of setting you to work some more. I edited the recipes for the helipad and the remote, and at first glance, everything works as expected. LOVE what this can do with the remote. Some VERY first observations: Can you make the heli shoot at biters while I...
- Mon Aug 07, 2017 9:21 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53695
Re: [MOD 0.15] Helicopters
Am also VERY interested in playing around with the remote. I can't find it either as a craftable item, it also isn't mentioned as a research or as an item unlocked by the heli research. Some more polishing to do?
Keep up the sweet work, I'm a fan!
Keep up the sweet work, I'm a fan!
- Tue Aug 01, 2017 7:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Theoretically Ideal Factory Layout
- Replies: 4
- Views: 13268
Re: Theoretically Ideal Factory Layout
What I usually end up doing is building a small "minibus" with QoL items that flow from the first smeltery. an 8-belt bus can easily build all the items you commonly nee for building and the first three or four science packs. With yellow and purple science and modules after that, things es...
- Sun Jul 09, 2017 3:53 pm
- Forum: Railway Setups
- Topic: Train based Smelting (No belts, No Bots)
- Replies: 18
- Views: 16603
Re: Train based Smelting (No belts, No Bots)
I am highly intrigued... but how does the copper get from carriage to carriaage... I may have to put this in my test world to see how it works. So the rail wagon is sitting on the rails, it doesn't occupy the ground below it, the rail does. But the car's hitbox extends one tile beyond it's wheel, m...
- Sat Jul 08, 2017 12:00 am
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 67812
Re: Friday Facts #198 - Rail segment visualisation
Perhaps highlighting the rails and dividing lines? rail block vis example.png Another vote for this! I'd only need it to be visible when i'm working on the rails, so when i'm holding either signals or rails. Highlighting a section (by brightness) on mouse over while holding these would also be nice...
- Tue Jul 04, 2017 11:23 am
- Forum: Railway Setups
- Topic: compact expandable train waiting area
- Replies: 6
- Views: 13309
Re: compact expandable train waiting area
I like it! Every time you don't think there's any more wiggle room for improvement, something like this comes along
- Mon Jul 03, 2017 8:07 pm
- Forum: Railway Setups
- Topic: Are there any flaws with this station design?
- Replies: 16
- Views: 8291
Re: Are there any flaws with this station design?
Wouldn't it be cool if you had a train combine/split station? 4 LCCCCL trains enter on one side and then on the other side a single LCCCCL-LCCCCL-LCCCCL-LCCCCL exits and vice versa. Somebody please write a mod that can (programmably) split, join and rearange trains. Hey, that really isn't a bad ide...
- Mon Jul 03, 2017 5:33 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 20322
Re: Single rail train network
Pet peeve time: OP asks HOW to accomplish a certain task, and the forums erupt in a discussion about why it's a bad idea, with nobody trying to answer the actual question. A few people here are at least adding info, so hurray for the factorio forum I guess :) Anyway, a single rail system like you de...
- Thu Jun 29, 2017 3:38 am
- Forum: Modding discussion
- Topic: modders get rich?
- Replies: 25
- Views: 9428
Re: modders get rich?
Has anyone really been far as decided to use even go want to do look more like?
- Tue Jun 27, 2017 8:09 pm
- Forum: Modding discussion
- Topic: modders get rich?
- Replies: 25
- Views: 9428
Re: modders get rich?
... Did you mean to post this on some Ubisoft forum somewhere? Seriously, it looks like you came in the door angry, without first having a good look around to see if there was anything to be angry about. This kind of negative attitude and instant lawyerification of something that's supposed to be do...
- Tue Jun 27, 2017 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Multi Screen - Map on one side, player on the other
- Replies: 18
- Views: 10546
Re: Multi Screen - Map on one side, player on the other
Amen. I think the typical factorio player has at least two to four monitors already, so it's not like this would be spending development time on a feature that only 5% of the player base can use
- Tue Jun 27, 2017 4:46 pm
- Forum: Railway Setups
- Topic: Are there any flaws with this station design?
- Replies: 16
- Views: 8291
Re: Are there any flaws with this station design?
You could just put an extra inserter in the gap between wagons to make sure all wagons get unloaded at the same speed. As PetWolverine said, the OCD-friendly version uses an even number of "unload bays", but otherwise, there's no right or wrong about this approach. I've seen it done with L...
- Tue Jun 27, 2017 12:51 pm
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 23996
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
Super nice designs! I'll come back soon™ with my own take on it. This wouldn't be factorio if some smartass didn't have things to improve
- Tue Jun 27, 2017 1:37 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877511
Re: 4-way intersection testing: Throughput and deadlocks
Awesome! thanks for the test, and I'm pretty happy with the result. I feel like I won something, lol.
- Mon Jun 26, 2017 4:33 pm
- Forum: Spread the Word
- Topic: How about using it in the classroom?
- Replies: 15
- Views: 13662
Re: How about using it in the classroom?
We are using Factorio for problem solving, critical thinking and other soft skills. I think that when thinking of uses for games in the classroom, people get too hung up on the "what does it simulate?" train of thought. As we know from Factorio, some trains are very dangerous! When dealin...
- Tue Jun 20, 2017 4:28 pm
- Forum: Railway Setups
- Topic: Train based Smelting (No belts, No Bots)
- Replies: 18
- Views: 16603
Re: Train based Smelting (No belts, No Bots)
This is awesome. And bad.
It almost seems to me that moving items this way is faster than even driving a train to move across the map. Also, so may have just saved my longplay from becoming bot based. Thanks for this.
It almost seems to me that moving items this way is faster than even driving a train to move across the map. Also, so may have just saved my longplay from becoming bot based. Thanks for this.
- Tue Jun 20, 2017 4:20 pm
- Forum: Spread the Word
- Topic: A nice shoutout from exurb1a
- Replies: 1
- Views: 1852
A nice shoutout from exurb1a
For those of you who are unfamiliar with this channel, it's sarcasm, technology and the universe narrated. Pretty damned funny most of the time.
He gives a cool shoutout at 3:33, the whole video is worth watching
https://www.youtube.com/watch?v=A4pR--qJTdU
He gives a cool shoutout at 3:33, the whole video is worth watching
https://www.youtube.com/watch?v=A4pR--qJTdU
- Tue Jun 20, 2017 3:11 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Train based warehouse (HIGH throughput, no bots)
- Replies: 6
- Views: 7864
Re: Train based warehouse (HIGH throughput, no bots)
Not a bad idea! It does seem like you are doubling the amount of trains on the track, as everything you produce now requires two trips to get to where it's going. As long as you have enough tracks, I guess that's ok, but for the super-high-throughput megabases this might add extra strain on the syst...