There's already mod for that by Klonan.Factorio2016 wrote:can add thier MK2 that produces electricity?
So a little useless, but still fun.
Search found 372 matches
- 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
- 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
Stupid me, didn't realize this was posted in "Non-game changing"Klonan wrote:Correctwaduk wrote:Is this visual only ? Not altering vanilla damage/speed ? I hope so.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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,..
You should posted this on reddit.
Btw, how about Solid Fuel ?
I did the calculation above using solid fuel, but end up getting confused,..
- 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...
- Wed Feb 24, 2016 9:07 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129093
- 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 :
I keep the name
It's an honor.
Pic
I guess it's meant to be. I keep the name
It's an honor.
- 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.
- 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...
- 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...