Search found 126 matches

by safan
Sun Jan 03, 2016 6:16 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 35757

Re: Friday Facts #119 - Happy 2016

I can't stop wondering what happened to betka. It's probably private stuff, but to leave a project right before the moment your expertise will be needed most of all, seems quite douchebachy. To relate i'm an accountant, and leaving in september, with october being a deadline for several things would...
by safan
Wed Dec 09, 2015 6:58 pm
Forum: Ideas and Requests For Mods
Topic: Lord Of War
Replies: 2
Views: 7232

Lord Of War

This is still in a brainstorm phase: So I was thinking about a late game resource sink and incentive to build bigger factories, my idea would be to mass-produce weapons to sell to passing by ships. In fact it will just change resources in a sort of score that can be used to boost or compare (instead...
by safan
Sat Nov 28, 2015 9:08 am
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 47405

Re: Friday Facts #114 - Better train conditions

Will the FAT controller also be included in .13? One of the benefits of the controller is that you can change the orders of a train from a distance in case you made a fault.
by safan
Wed Nov 25, 2015 4:58 pm
Forum: 5dim's mod
Topic: Ideas and suggestions
Replies: 39
Views: 28363

Re: Ideas and suggestions

i was trying out the vehicle part, and the truck was not what i expected: For the truck i'd like a much bigger storage (like 3x tank), very slow on soil but pretty decent on beton floor. I planned to use the truck for not much needed ores in bob's, that don't need the train capacity. I would set up ...
by safan
Mon Nov 23, 2015 7:27 pm
Forum: Releases
Topic: Version 0.12.18
Replies: 16
Views: 33726

Re: Version 0.12.18

my heavily modded game just loaded fine ...
by safan
Sat Nov 14, 2015 8:40 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 39339

Re: Friday Facts #112 - Better noise

Okay 3 things to say: 1).11 broke a lot of mods, and i mainly was waiting till these mods were updated before i could continue a 50h game. Wasting the time with RimWorld and CitiesSkylines. 2) I always wonder why mapgeneration is so hard in factorio. OpenTransportTycoon and Simcity can make nice map...
by safan
Thu Nov 12, 2015 10:44 am
Forum: Modding help
Topic: mapgeneration override
Replies: 1
Views: 2154

mapgeneration override

I want a planet with only desert biome, no water and not a single tree. Can i force this? Where should i start?

i don't find https://forums.factorio.com/wiki/inde ... cification helpful.

thanks.
by safan
Wed Oct 14, 2015 6:03 pm
Forum: Ideas and Requests For Mods
Topic: Graphical mod reversing the roles
Replies: 0
Views: 2902

Graphical mod reversing the roles

I was thinking of a mod replacing the player character with a Roswell Alien, and replacing the biters with villagers of aoe. The spawners could be replaced with the huts. I bet there's a copyright issue too, but imagine the visuals of seeing humans run into the lasers.
by safan
Fri Sep 25, 2015 5:39 pm
Forum: News
Topic: Friday Facts #105 - The Grey Zone
Replies: 48
Views: 37826

Re: Friday Facts #105 - The Grey Zone

I noticed on the presskit page it says steam realease 'early 2016' is that still the forecast or just a cautious estimate? iirc its more a question of timing: november has major AA titles releasing, december has steam winter sales. So a new release is likely to get more frontpage action in early 20...
by safan
Mon Sep 14, 2015 8:15 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 52457

Re: [MOD 0.12.7]Useful Space Industry[0.2.0](12th September)

yes, every tile is 1m square.

see also the calculations in this thread: https://forums.factorio.com/forum/vie ... =10#p73361
by safan
Mon Sep 14, 2015 2:07 pm
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 33304

Re: Nuclear power in Factorio - clean or dirty?

Giving a new fuel doesn't add much in playability: its again: find a resource, eventualy process it, then bring it to the steam engine. The only difference is you would need less of it. And Factorio is exactly about needing moar. Steam engines and boilers are quite easy to set up into a working pow...
by safan
Mon Sep 14, 2015 1:05 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 52457

Re: [MOD 0.12.7]Useful Space Industry[0.2.0](12th September)

there should be some negative to a endless power source anyways.

isn't a 7x7 model 49 square meters anyways?
by safan
Tue Sep 08, 2015 1:47 pm
Forum: Ideas and Suggestions
Topic: Power Conductor Limit
Replies: 18
Views: 11184

Re: Power Conductor Limit

okay, no path tracing. hmm lets think Each small, medium and big pole gets exactly one network number. A High Voltage pole and power producers can be connected to multiple networks. Each network works as a separate network and thus there should be a way to the producer of the power. (so about the sa...
by safan
Tue Sep 08, 2015 1:04 pm
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 33304

Re: Nuclear power in Factorio - clean or dirty?

I don't think factorio has need for a new fuel based power source. I'd rather have more environment based ones, like windmills or water turbines. Then we could have: -steam = fuel based, dirty, reliable -solar = surface based, clean, should become unreliable -wind = surface based, clean, unreliable ...
by safan
Sun Aug 30, 2015 5:38 am
Forum: Show your Creations
Topic: Marathon + Resource Spawner Overhaul victory
Replies: 19
Views: 16543

Re: Marathon + Resource Spawner Overhaul victory

did you use peaceful mode? About how much of the initial iron went into bullets?
by safan
Thu Aug 20, 2015 8:28 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 112052

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

yes the issue is non-existant, i never knew you could make the lead plates in a normal furnace (like iron or copper) and you don't need the lead processing tech.

* got sniped, this goes about the creation of the assembler 2 in bob's discussion*
by safan
Thu Aug 20, 2015 8:26 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 97700

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

what exactly is the problem? Bob's override works specifically that you need the basic electronic boards (needing solder and electronic components) for the electric mining drill and assembler 2
by safan
Tue Aug 18, 2015 8:05 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 97700

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

oh never tried that :o
by safan
Tue Aug 18, 2015 6:15 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 97700

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

its still an issue that you need the ass2 to automate green science, and that to make a ass2 you need several green techs (lead processing + prereqs for solder, 150 green potions) or am i missing something?
by safan
Mon Aug 17, 2015 7:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 112052

Re: [0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker Mod

the bob's version may not be reasonable:

to automate green potions you need the assembler 2 with the electronic circuits that need solder. To have access to solder you need 600 green potions.

also note that bob's updated elecoverhaul to electronics.

gr.

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