If it helps, I set all to max, including starting area size, and first signs of oil and uranium were around 3 times away from me in terms of starting area boundary(don't know numbers).
Coal , I had over 60M right next door, but I did pick the map I wanted after a few dozen previews.
Search found 81 matches
- Sat Apr 06, 2019 3:15 pm
- Forum: General discussion
- Topic: 0.17 Starting ore deposits average/min/max content, variability and increases when increasing size and/or richness
- Replies: 4
- Views: 1706
- Fri Apr 05, 2019 9:34 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Have a look at the last piccy I posted, do you see a green light on each factory ? The mod is called Bottleneck, and as a poster above said, I cannot imagine playing without it ! The lights can be green, amber or red. Green means factory working, amber usually means blockage at output(belt or storag...
- Fri Apr 05, 2019 9:12 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Now you have me doubting myself, maybe I was wrong and I got that from bob's ?
- Fri Apr 05, 2019 12:40 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Infinite Worker Robot Capacity Research Now this is something I actually consider cheating :roll: But also something that has irritated me that was not part of the game as standard. While it does boggle the mind how a logistic robot can carry 3 x Rocket Silos inside the cargo space, I still would h...
- Thu Apr 04, 2019 11:32 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Don't ignore Text Plates, it is very handy, especially when like me you're 50+, absent minded and smell of wee
- Thu Apr 04, 2019 8:25 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
p.s I use bob's logistics because the MK4 bot is faster and carries more, making it 5 times better at deliveries than the standard vanilla bot. This means you can use 5 times less bots to save a small amount of cpu/gpu cycle time
- Thu Apr 04, 2019 8:05 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Not using wind turbine as it is so powerful you might as well have free electricity, needs balancing a lot. Besides I love designing nuclear power plants :) Also not using teleportation. Flare stack to give it the Blade Runner look and feel :D Hey I think I would like more power without covering th...
- Wed Apr 03, 2019 10:25 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24816
Re: What mods are you using - and why?
Not using wind turbine as it is so powerful you might as well have free electricity, needs balancing a lot.
Besides I love designing nuclear power plants
Also not using teleportation.
Flare stack to give it the Blade Runner look and feel
Besides I love designing nuclear power plants
Also not using teleportation.
Flare stack to give it the Blade Runner look and feel
- Wed Apr 03, 2019 8:49 pm
- Forum: General discussion
- Topic: Advice needed : Trains, biters & lasers
- Replies: 13
- Views: 8575
Re: Advice needed : Trains, biters & lasers
Thank you all !!
Superb ideas from all of you
Superb ideas from all of you
- Wed Apr 03, 2019 10:59 am
- Forum: General discussion
- Topic: Advice needed : Trains, biters & lasers
- Replies: 13
- Views: 8575
Re: Advice needed : Trains, biters & lasers
Just setup an Artillery coverage for my base to alleviate pressure on lasers, and that could work for rail. It will take time but would stop biters building close to tracks.
- Wed Apr 03, 2019 10:23 am
- Forum: General discussion
- Topic: Advice needed : Trains, biters & lasers
- Replies: 13
- Views: 8575
Advice needed : Trains, biters & lasers
I have a huge main base doing alright for itself. I am now venturing in to rail for the first time on 0.17. The biters are plentiful and very aggressive !!! I can only see laying rail down with laser spam protecting it. Is there another way ? Can I leave rail, lights, poles and signals to their own ...
- Tue Apr 02, 2019 11:51 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 38037
Re: Version 0.17.23
Bob, you're a genuine Factorio hero :) All others, when I downloaded the experimental I said "many bumps on the way !!!" . By the nature of its name it will have bad releases, calm down as I can tell you, as a 50+ year old who was gaming before any of you "ammo racked your mum's lady ...
- Wed Mar 27, 2019 7:55 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
ty Will download.BlueTemplar wrote: βWed Mar 27, 2019 2:57 pmI'm not sure that is possible, I generally use :
https://mods.factorio.com/mod/ChangeMapSettings
- Wed Mar 27, 2019 7:50 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
Thanks all, very helpful
(I do kill all when changing state)
I will venture out to setup a remote camp and see how it goes !
(I do kill all when changing state)
I will venture out to setup a remote camp and see how it goes !
- Wed Mar 27, 2019 2:48 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
How about this : How do I read these values from inside the console ?
(Console command pages have 100s of command for setting but not reading)
(below is standard starting screen, not my current game)
(Console command pages have 100s of command for setting but not reading)
(below is standard starting screen, not my current game)
- Wed Mar 27, 2019 2:43 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
As previous post :
After setting them to peaceful mode, I set it back to the opposite(aggressive).
I set expansion to true.
But they are a bit limp now, not as aggressive.
Not sure what else you want me to post ?
After setting them to peaceful mode, I set it back to the opposite(aggressive).
I set expansion to true.
But they are a bit limp now, not as aggressive.
Not sure what else you want me to post ?
- Wed Mar 27, 2019 12:18 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
Something still isn't correct. They are not as vicious as before.
Anything I can do ?
Anything I can do ?
- Wed Mar 27, 2019 9:12 am
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
Re: How do I set biters back to aggressive?
Possibly solved. I think even if biters are radared(and I see them not moving on map), they don't update on map until I visit them at least once
- Wed Mar 27, 2019 9:07 am
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5712
How do I set biters back to aggressive?
I used --->>> /c game.player.surface.peaceful_mode = true; game.forces.enemy.kill_all_units() to set biters to peaceful in 0.17 to do some tests. After testing I used same command, but changed true to false, and noticed many biters are pointing same way and not advancing, whilst others are advancing...
- Tue Mar 26, 2019 7:30 pm
- Forum: General discussion
- Topic: Power drain, burner inserters, reflections and some
- Replies: 2
- Views: 1341
Re: Power drain, burner inserters, reflections and some
Why don't belts require power ?
It's a gameplay decision at a guess
It's a gameplay decision at a guess