Search found 253 matches
- Tue Sep 01, 2015 3:41 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181249
Re: [0.12.x] RSO Discussion thread
I have a question about the oil richness. It seems to be a lot richer than other resources. Like, I am finding oil patches with yeilds of 10000% - 20000% or more at the same sort of distance as iron/coal patches with between 500-1000 resources per pile (each tile sized square, that is). Is this fair...
- Mon Aug 31, 2015 7:21 pm
- Forum: Gameplay Help
- Topic: Resetting technology-techtree-research
- Replies: 5
- Views: 18829
Re: Resetting technology-techtree-research
did you add /c in front? Otherwise it will just send as a chat message, not a command
- Mon Aug 31, 2015 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Those wasted items at splitter dead-ends...
- Replies: 15
- Views: 16258
Those wasted items at splitter dead-ends...
Just wondering if anyone knows a mod or something that changes the splitter behaviour so it doesn't output anything onto a side that's not connected to another belt? It's not really important, it just bugs me because it looks untidy. Hopefully the devs will actually change this themselves soon - it ...
- Mon Aug 31, 2015 6:02 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65052
Re: Demand rebalancer/inverse rebalancer
Thanks! I can use this to merge belts in train stations. When the belt is saturated, it spreads an unbalnaced demand at the end across all the chestsgheift wrote:This version is a little bit smaller and saves 4 belts:
- Mon Aug 31, 2015 12:38 am
- Forum: General discussion
- Topic: Future use of sattelites? To get off this damn planet!
- Replies: 6
- Views: 12892
Future use of sattelites? To get off this damn planet!
It seems pretty clear to me that the new goal of launching a sattelite is just a stepping stone to a whole new gameplay stage (if you came here by a spaceship couldn't it have dropped one off while it was in orbit? :mrgreen:) Anyway I think it would be awesome to send up an orbital ship yard that yo...
- Mon Aug 31, 2015 12:26 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149861
Re: RTS direction
I think that so long as the biters were given more evolution tiers, or a new more sophisticated enemy was added, then this would be a perfect addition. Once you have put satellites into orbit they need a purpose, and giving you RTS-style control of your factory is very fitting. Adding RTS-style figh...
- Sun Aug 30, 2015 11:14 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13192
Re: Car aligns to cardinal directions
Oh thanks for showing me this!ssilk wrote:Yeah. As long as it takes, use this mod: Better vehicle control https://forums.factorio.com/forum/vie ... =87&t=8976
(Which reminds me to go through all 0.11 mods, that are meanwhile converted )
- Sun Aug 30, 2015 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13192
Car aligns to cardinal directions
Playing with RSO mod I drive my car a lot before I have built railways, and with the new stone brick/concrete roads you can build in .12, the car is becoming more useful... but it's still very frustrating to drive! You usually want to drive in a straight line but keep having to correct the direction...
- Sat Aug 29, 2015 6:48 pm
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 112
- Views: 115443
Re: Have Some Questions Before I Buy.
Secondly everyone talks about making the most efficient factories, are there multiple ways or "setups' to be used to achieve the same level of efficiency of others builds? I guess my point being is there enough room for creativity to the point where there is multiple ways to achieve the same g...
- Sat Aug 29, 2015 5:21 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181249
Re: [0.12.x] RSO Discussion thread
If you start a new game with this mod installed, you won't need to regenerate, as RSO already does the ore generation. The seed is the input for the world generator, RSO basically replaces parts of the world generator. I'm restarting a game which already used RSO, because I installed a new mod. I w...
- Sat Aug 29, 2015 5:05 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181249
Re: [0.12.x] RSO Discussion thread
What's the difference between: /c remote.call("RSO", "regenerate", true) & /c remote.call("RSO", "regenerate") Thanks. First one will create new main random seed before the regen - result will be totally different then what you had before the call. Second...
- Sat Aug 29, 2015 4:40 pm
- Forum: Gameplay Help
- Topic: Controlling the trains with circuit network (currently)?
- Replies: 4
- Views: 7085
Re: Controlling the trains with circuit network (currently)?
my questions are: Is there anything I have overlooked that will cause problems? Even if you take all fuel from train, the last fuel entity always will be inside, because this entity is already partially consumed. Of course, that should have been obvious, thank you :( In the vanilla game there's cur...
- Sat Aug 29, 2015 2:37 pm
- Forum: Gameplay Help
- Topic: Controlling the trains with circuit network (currently)?
- Replies: 4
- Views: 7085
Controlling the trains with circuit network (currently)?
Is there any possible way to control trains using the current 1.12 circuit network? I am starting to implement oil in a new game and my oil feild is far away from any convenient site for a refinery/chemical plant, so I want to use trains to move the oil. my standard train size, 4 cargo wagons, can h...