Search found 236 matches
- Thu Apr 18, 2019 1:31 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 17901
Re: A Deeper Look into Combat Robotics
What would be potentially interesting would be a kind of parallel network, like the logistics or construction areas, for "defense" robots, that you put into their own kinds of roboports at your borders. No idea how doable this is though.
- Thu Apr 18, 2019 11:21 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399675
Re: [MOD 0.17+] Untitled WIP
What are the new materials you're adding? Are the new circuits a reskin of the Green/Red/Blue progression or something different?
- Thu Apr 18, 2019 9:07 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 60094
Re: [MOD 0.17] Deadlock's Crating Machine
By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology...
- Thu Apr 18, 2019 9:04 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399675
Re: [MOD 0.17+] Untitled WIP
What I really like about this style is that it manages to fit with factorio vanilla while still being recognisably new.
- Thu Apr 18, 2019 9:02 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399675
Re: [MOD 0.17+] Untitled WIP
Yes, yes, yes, yes.
- Mon Apr 15, 2019 9:26 am
- Forum: Campaign / Scenario suggestions
- Topic: New players - share your tutorial / campaign experience
- Replies: 13
- Views: 5343
Re: New players - share your tutorial / campaign experience
I had considered adding a steam geyser entity, just so the new players can start by connecting a steam engine directly. Then we could teach boilers later on. But that is not in the Freeplay so I will have to come up with something else. This might actually be a nice little addition to the base game...
- Mon Apr 15, 2019 9:11 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 26967
Implement mod in base game - "free" wires on hotkey.
TL;DR Make the functionality of this mod part of the base game: https://mods.factorio.com/mod/WireShortcuts What ? Remove red and green wires as items and put circuit connections on hotkeys. Why ? Wire behaviour at the moment is sort of weird and inconsistent. You need to make red and green wires w...
- Wed Apr 03, 2019 4:17 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240140
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
I actually think having a slight "stored density loss" is kind of a cool little trade off, but then I also don't super-optimise my rail transport and prefer to massively squeeze belts full of stacks (honestly now not sure I can go back to vanilla without this mod as I've got so used to it).
- Fri Mar 29, 2019 12:56 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 116466
Re: [MOD 0.16] Realistic Reactors
I've got a question about heat behaviour and saving fuel cells. I'm just running some test designs on a Creative Mode map at the moment before I try to roll this out to my current real game (the meltdown situation is a little wild sometimes). If I let a reactor run out of fuel it keeps it's temperat...
- Fri Mar 29, 2019 11:16 am
- Forum: Not a bug
- Topic: Blueprint slowdown: anyone else having this?
- Replies: 14
- Views: 3708
- Thu Mar 28, 2019 10:04 pm
- Forum: Not a bug
- Topic: Blueprint slowdown: anyone else having this?
- Replies: 14
- Views: 3708
Re: Blueprint slowdown: anyone else having this?
I didn't try to disable that at first because I wasn't really using it, and there definitely aren't any of the single splitter entities in this blueprint. Does the mod making a 200 unit wide interaction box (which is what I assume you mean) mean that *every* interaction box becomes 200 wide?
- Thu Mar 28, 2019 7:31 pm
- Forum: Not a bug
- Topic: Blueprint slowdown: anyone else having this?
- Replies: 14
- Views: 3708
Re: Blueprint slowdown: anyone else having this?
Sorry! It turns out it was a mod. Somehow the "single splitter" mod was responsible for it.
- Thu Mar 28, 2019 6:59 pm
- Forum: Not a bug
- Topic: Blueprint slowdown: anyone else having this?
- Replies: 14
- Views: 3708
Re: Blueprint slowdown: anyone else having this?
Sorry for the delay. See below for three screenshots. only difference between them is hitting ctrl-v on a pretty basic furnace stack. Certainly not hundreds of entities all wired together. FPS drops down to around 8 in this situation. I've attached the log too. Screenshot 2019-03-28 at 18.45.29.png ...
- Wed Mar 27, 2019 7:41 pm
- Forum: Not a bug
- Topic: Blueprint slowdown: anyone else having this?
- Replies: 14
- Views: 3708
Blueprint slowdown: anyone else having this?
So whenever I try to use a blueprint of more than a couple of items, including normal blueprints and cmd-C blueprints, my game slows down - like way down from 60fps rock solid down to 4-5fps. As soon as I place the blueprint and clear it from the cursor, the game speeds back up again. Is this a comm...
- Tue Mar 19, 2019 11:22 am
- Forum: Ideas and Suggestions
- Topic: Comparator with hysteresis
- Replies: 8
- Views: 2686
Re: Comparator with hysteresis
(my old suggestions topic is here: viewtopic.php?f=6&t=58050&p=344755#p344755)
- Tue Mar 19, 2019 11:18 am
- Forum: Ideas and Suggestions
- Topic: Comparator with hysteresis
- Replies: 8
- Views: 2686
- Tue Mar 19, 2019 10:44 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240140
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
These look absolutely boss!Deadlock989 wrote: ↑Mon Mar 18, 2019 9:34 pmSome progress on a new look ... Textures need work ... But the new belt size (1.125 tiles tall) is causing some issues with render order and missing bits, have asked the devs for help.
- Tue Mar 19, 2019 10:37 am
- Forum: Logistic Train Network
- Topic: Feature Request: Non-Binary Network ID
- Replies: 6
- Views: 2408
Re: Feature Request: Non-Binary Network ID
I think this mod might enable you to do what you want, without having to use the full LTN toolset? https://mods.factorio.com/mod/Dispatcher (edit - I haven't used it yet but I'm planning to set it up for something in my current bases in order to see if I can avoid "thundering herd" train b...
- Mon Mar 18, 2019 11:26 am
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 36100
Re: Friday Facts #286 - Pollution cleanup
This is the first time in any playthrough that I've really *felt* the pollution mechanic, and I really like it, it feels much more fleshed out now, and all these abilities to surface the info and see what you're doing and what changes mean are really nice. My current map is on Railworld settings and...
- Wed Mar 13, 2019 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Comparator with hysteresis
- Replies: 8
- Views: 2686
Re: Comparator with hysteresis
Rather than this, I would rather (and have suggested before) "higher tiers" of combinator that enable more complex/chained functions in one block. Possible things that I have seen suggested in the past, or suggested myself, include : adding multiple combinator functions together as "b...