Search found 372 matches

by waduk
Tue Mar 15, 2016 7:22 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79733

Re: [MOD 0.12.x] Flare Stack v1.0.0

Factorio2016 wrote:can add thier MK2 that produces electricity?
So a little useless, but still fun. :mrgreen:
There's already mod for that by Klonan.
by waduk
Tue Mar 15, 2016 7:18 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56657

Re: [MOD 0.12.26] Laser Beam Turret

Klonan wrote:
waduk wrote:Is this visual only ? Not altering vanilla damage/speed ? I hope so.
Correct :)
Stupid me, didn't realize this was posted in "Non-game changing" :oops:
by waduk
Tue Mar 15, 2016 7:16 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56657

Re: [MOD 0.12.26] Laser Beam Turret

Is this visual only ? Not altering vanilla power/damage/speed ? I hope so.
by waduk
Sat Mar 12, 2016 4:46 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62221

Re: [0.12]Ideas, suggestions & discussion

No, if that idea is implemented is horrible. Making the robot do the work, while it's cool it's not usable until we research logistic robot speed 5 (and it's expensive) Also making plenty of robot in early game is also not feasible for many player. So it will be useless feature, because FARL turn in...
by waduk
Sat Mar 05, 2016 2:50 pm
Forum: Mods
Topic: [MOD 0.12.11+] Initial Map Scan
Replies: 33
Views: 35647

Re: [MOD 0.12.11+] Initial Map Scan

:D :lol: Yes right, sorry I don't speak English. [the imperfection of machine translation systems] I want the fog back on the map. No need to run around the starting area. The ability to see available resources and enemy bases around. If that is the case, why don't make use of the map string ? - St...
by waduk
Wed Mar 02, 2016 2:49 am
Forum: Gameplay Help
Topic: Map generation settings
Replies: 8
Views: 13458

Re: Map generation settings

Not only that, but the vanilla at the default were simply too close to each other and too small. Either we build multiple outpost that really small, or really-really big. Kinda chaotic on bigger scale. Currently I'm quite successful to mimic RSO, thank to those hint posted earlier. The problem is, i...
by waduk
Wed Mar 02, 2016 12:30 am
Forum: Ideas and Suggestions
Topic: Wood Floor
Replies: 7
Views: 2823

Wood Floor

Can we have a wood floor? The "asset" is already there (kinda), just need floor texture. http://i.imgur.com/PsiBRdj.png So why not ? Speed : Slower than stone But stone is already slow enough, so perhaps in overall there will be increase on current value for stone and concrete. Basically w...
by waduk
Tue Mar 01, 2016 10:42 pm
Forum: Gameplay Help
Topic: Map generation settings
Replies: 8
Views: 13458

Re: Map generation settings

The hardest one to understand is frequency because it actually affects both distance between patches and size of patches. Lower Frequency: Ore patches farther apart AND bigger. Higher Frequency: Ore patches closer together AND smaller. This is somewhat counter intuitive as it feels like frequency s...
by waduk
Tue Mar 01, 2016 12:47 pm
Forum: Gameplay Help
Topic: ratio of coal mines to steam engines
Replies: 15
Views: 11694

Re: ratio of coal mines to steam engines

480kW, wiki typo i guess. The main page is correct though : https://wiki.factorio.com/index.php?title=Basic_Beacon Edit : Ah, Koub already replying the answer. Anyway i did some test,at the very minimum (1 refineries, 3 chemical), plus 8 beacon with speed modules 3 (total 16), plus speed modules in ...
by waduk
Tue Mar 01, 2016 10:08 am
Forum: Gameplay Help
Topic: ratio of coal mines to steam engines
Replies: 15
Views: 11694

Re: ratio of coal mines to steam engines

If you can surround a single depleted oil field with 8 beacon, you can actually get 36 or 32.x oil/min on that single oil field. As reported here : https://www.reddit.com/r/factorio/comments/3laat4/calculating_output_from_depleted_oil_wellsspeed/ But I'm not tested it just yet whether the energy usa...
by waduk
Tue Mar 01, 2016 9:11 am
Forum: Gameplay Help
Topic: ratio of coal mines to steam engines
Replies: 15
Views: 11694

Re: ratio of coal mines to steam engines

So how many 0.1/s wells do you need to feed a steam engine via (refining+cracking+)solid fuel, optionally with speed/efficiency modules? Depends on your petroleum/light/heavy factory setup; whether you use basic oil processing or advanced oil processing ( i guess...) I have calculation for advances...
by waduk
Tue Mar 01, 2016 2:34 am
Forum: Gameplay Help
Topic: Map generation settings
Replies: 8
Views: 13458

Re: Map generation settings

The hardest one to understand is frequency because it actually affects both distance between patches and size of patches. Lower Frequency: Ore patches farther apart AND bigger. Higher Frequency: Ore patches closer together AND smaller. This is somewhat counter intuitive as it feels like frequency s...
by waduk
Mon Feb 29, 2016 1:24 pm
Forum: Gameplay Help
Topic: ratio of coal mines to steam engines
Replies: 15
Views: 11694

Re: ratio of coal mines to steam engines

Thanks, ooh that's why i calculate thing wrong, i forgot to convert it into seconds, no wonder my result is weird. :D
by waduk
Mon Feb 29, 2016 6:45 am
Forum: Gameplay Help
Topic: ratio of coal mines to steam engines
Replies: 15
Views: 11694

Re: ratio of coal mines to steam engines

TIL, thanks. This is great.
You should posted this on reddit.

Btw, how about Solid Fuel ?
I did the calculation above using solid fuel, but end up getting confused,.. :D
by waduk
Sun Feb 28, 2016 12:30 pm
Forum: Gameplay Help
Topic: Can't generate Big/VeryBig Oil Field, bug or known issue ?
Replies: 0
Views: 910

Can't generate Big/VeryBig Oil Field, bug or known issue ?

0.12.24 I can't generate Big/very big oil field, regardless what setting, the result stay the same. The setting MAY look working in starting area, it generate according to setting, but outside the starting area, the map can only generate small oil field. Yes, i already check, i scan 100x100 chunk wi...
by waduk
Wed Feb 24, 2016 9:07 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129093

Re: [0.12] Bugs, crashes & other issues

V 0.5.0
Image
by waduk
Thu Feb 18, 2016 5:17 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62221

Re: [0.12]Ideas, suggestions & discussion

Plopping new train station for FARL, then this happened :
Pic
I guess it's meant to be.
I keep the name :D
It's an honor.
by waduk
Thu Feb 18, 2016 3:33 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox Autorequest Addon
Replies: 5
Views: 11979

Re: [MOD 0.12.11+] AmmoBox Autorequest Addon

Thank you ! This is really helpful.
by waduk
Wed Feb 17, 2016 6:22 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339068

Re: [MOD 0.12.x] Rail Tanker - Liquid transport

.....When I stopped the train it still showed the oil inside the train, with the old ones still there. Could this have anything to do with me changing the length of the tankers in the entities.lua file? Known bug. For time being, just shoot them for quick fix. https://forums.factorio.com/forum/view...
by waduk
Tue Feb 16, 2016 6:52 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 227687

Re: [0.12.18] Warehousing v0.0.5

Has anyone figure out a layout that can supply in-out 2400 item/min on a fully compressed express belt ? I came-up with this (pic below) but i don't like the result, sometime there's still a gap, albeit small, yet it's there. http://i.imgur.com/Y6xsvvj.png I prefer using fast inserter, but there's n...

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