Search found 126 matches
- Sun Jan 03, 2016 6:16 pm
- Forum: News
- Topic: Friday Facts #119 - Happy 2016
- Replies: 34
- Views: 38775
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...
- Wed Dec 09, 2015 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Lord Of War
- Replies: 2
- Views: 7505
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...
- Sat Nov 28, 2015 9:08 am
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 54503
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.
- Wed Nov 25, 2015 4:58 pm
- Forum: 5dim's mod
- Topic: Ideas and suggestions
- Replies: 39
- Views: 33378
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 ...
- Mon Nov 23, 2015 7:27 pm
- Forum: Releases
- Topic: Version 0.12.18
- Replies: 16
- Views: 35540
Re: Version 0.12.18
my heavily modded game just loaded fine ...
- Sat Nov 14, 2015 8:40 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 44760
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...
- Thu Nov 12, 2015 10:44 am
- Forum: Modding help
- Topic: mapgeneration override
- Replies: 1
- Views: 2355
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.
i don't find https://forums.factorio.com/wiki/inde ... cification helpful.
thanks.
- Wed Oct 14, 2015 6:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Graphical mod reversing the roles
- Replies: 0
- Views: 3070
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.
- Fri Sep 25, 2015 5:39 pm
- Forum: News
- Topic: Friday Facts #105 - The Grey Zone
- Replies: 48
- Views: 42411
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...
- Mon Sep 14, 2015 8:15 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 58963
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
see also the calculations in this thread: https://forums.factorio.com/forum/vie ... =10#p73361
- Mon Sep 14, 2015 2:07 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 39551
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...
- Mon Sep 14, 2015 1:05 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 58963
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?
isn't a 7x7 model 49 square meters anyways?
- Tue Sep 08, 2015 1:47 pm
- Forum: Ideas and Suggestions
- Topic: Power Conductor Limit
- Replies: 18
- Views: 12976
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...
- Tue Sep 08, 2015 1:04 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 39551
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 ...
- Sun Aug 30, 2015 5:38 am
- Forum: Show your Creations
- Topic: Marathon + Resource Spawner Overhaul victory
- Replies: 19
- Views: 17778
Re: Marathon + Resource Spawner Overhaul victory
did you use peaceful mode? About how much of the initial iron went into bullets?
- 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: 133811
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*
* got sniped, this goes about the creation of the assembler 2 in bob's discussion*
- Thu Aug 20, 2015 8:26 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111161
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
- Tue Aug 18, 2015 8:05 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111161
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
oh never tried that
- Tue Aug 18, 2015 6:15 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111161
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?
- 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: 133811
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.
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.