Search found 58 matches
- Mon Mar 04, 2019 1:28 pm
- Forum: General discussion
- Topic: The new (enemy) graphics look sterile
- Replies: 22
- Views: 10149
Re: The new (enemy) graphics look sterile
new worms, biters, nests look better than old versions
- Mon Mar 04, 2019 1:26 pm
- Forum: General discussion
- Topic: [0.17.x]New worm exploit/strategy
- Replies: 13
- Views: 5276
Re: [0.17.x]New worm exploit/strategy
0.17.5
player has finite acceleration
player has finite acceleration
- Thu Feb 28, 2019 11:53 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 247093
Re: Version 0.17.0
lol, just say rail vehicle then
- Thu Feb 28, 2019 10:52 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 247093
Re: Version 0.17.0
what's a "rolling stock"?
- Mon Nov 26, 2018 9:01 pm
- Forum: General discussion
- Topic: I've had alls I can stands and I can stands no more
- Replies: 11
- Views: 5238
Re: I've had alls I can stands and I can stands no more
I understand your point, engineers love standardizations. Scroll back to FFF-262: Red assemblers? . Here a simulair point is discussed. Agreed thare are a lot assemblers, but main part of the game, and you have more belt parts. I agree if one points out that colors in video games are a important as...
- Mon Nov 26, 2018 8:58 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 39110
Re: Underground belt lane splitting, anyone else hate it?
There are a surprising number of things I've never needed to use in the game, but I don't think the people who do use them are playing incorrectly. Quote where I said I think they are playing incorrectly. I apologize. "I don't get why you'd do that" is synonymous in my mind with "You...
- Mon Nov 26, 2018 8:55 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35926
Re: The Problem With Pickaxes - Digging Out Factorio's Core
I can fully understand some people wanting to upgrade everything. Back when I played multiplayer I saw that too many times. (Provided nothing breaks and the mines/smelters/resource sources can actually feed the new faster belts/assemblers then I have no objection. Unfortunately too often players se...
- Mon Nov 26, 2018 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 11109
Re: Early game should require less tree removal from ore patches
haha :D I'm just calling it how I see it, bullshit trolling that adds nothing to the discussion and just designed to promote making the game less enjoyable for other peolpe but I'd love to be proven wrong, if I am, cause I think it'd be an awesome lesson in how to handle biters in the most extreme ...
- Mon Nov 26, 2018 3:24 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 39110
Re: Underground belt lane splitting, anyone else hate it?
never had a need for this in all the rockets i've launched, i don't get why people do it tbh There are a surprising number of things I've never needed to use in the game, but I don't think the people who do use them are playing incorrectly. Quote where I said I think they are playing incorrectly. I...
- Tue Nov 20, 2018 4:54 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 117557
Re: Friday Facts #260 - New fluid system
sooo on average, how many pipes do you need per section for every junction in a system for it to run than faster the old system? More than 2 + 2/x pipes, where x is the amount of pipes connected to the junction. In the last example picture why can't some of the segments and junctions be merged furt...
- Sat Nov 03, 2018 11:34 am
- Forum: Wiki Talk
- Topic: Bilka deleted balancers
- Replies: 5
- Views: 6602
Re: Bilka deleted balancers
lel, that was literally the only reason I ever visited the wiki
they can still be found in the history though, https://wiki.factorio.com/index.php?tit ... did=164057 , so it's fine
they can still be found in the history though, https://wiki.factorio.com/index.php?tit ... did=164057 , so it's fine
- Fri Sep 14, 2018 3:32 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 117557
Re: Friday Facts #260 - New fluid system
I've already been using electric network style pipes for some months now, working well
- Thu Aug 02, 2018 4:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Transport Belt as Flooring
- Replies: 6
- Views: 2021
Re: Transport Belt as Flooring
I thought he meant turn it into flooring so that you could run belts underneath buildings over any arbitrary distance without ever needing to use undergrounds outside of belts crossing each other; that would actually be useful, especially when there's an ore patch directly in the path of your bus an...
- Thu Aug 02, 2018 4:08 pm
- Forum: Ideas and Requests For Mods
- Topic: Obsolete plants, fabrics, and other.
- Replies: 4
- Views: 1282
Re: Obsolete plants, fabrics, and other.
so that an automatic plant 6 could produce only 2,000,000,000 products, and an automatic plant of just a million products, and that when it became obsolete there was a replacement. And also to make technologies that would improve the number of products produced by the plant without failure. ััะพะฑั ะด...
- Thu Aug 02, 2018 3:53 pm
- Forum: Ideas and Requests For Mods
- Topic: cargo bots - replacement for or addition to logistic bots
- Replies: 0
- Views: 939
cargo bots - replacement for or addition to logistic bots
was reading some forum threads caused by that bots vs belts friday facts recently, reminded me of this mod idea I had a while back. following is a quick and dirty outline of the idea just so I could get something posted before I forget again. as I have free time, I will polish this into a real post,...
- Sat Oct 28, 2017 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 11109
Re: Early game should require less tree removal from ore patches
So you're saying before you can have turrets up and running (cause you'd just about have electric set up at this point I'd guess) you could handle a constant stream of biter attacks on normal ore and water settings and the most extreme biter and pollution spread settings? I don't believe it but I'd...
- Fri Oct 27, 2017 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Option for tree density in the map generator
- Replies: 12
- Views: 11104
Re: Option for tree density in the map generator
I don't mind the forests so much as they tend to be impassible. I have wasted countless in-game days trying to navigate a thick forest, getting into spots that I don't even know how I got into, let alone get out of. Maybe an option where the trees aren't so clumped up together, like in a real fores...
- Fri Oct 27, 2017 6:39 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356359
Re: [0.15.x] Bob's Mods: General Discussion
anywhere to download all the mods as a pre-configured pack? Yes. https://www.dropbox.com/home/Factorio/0.15 it's a link at the top of the page https://forums.factorio.com/viewtopic.php?f=51&t=44915 if you know how dropbox works, you should know that you can click the menu button on the "La...
- Fri Oct 27, 2017 6:36 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356359
Re: [0.15.x] Bob's Mods: General Discussion
How do I stop the mod from overriding my base richness value for stone? Checked the ore entries, nothing in there; all other vanilla ores are unaffected, they still have the correct values.
- Fri Oct 27, 2017 1:05 am
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 11109
Re: Early game should require less tree removal from ore patches
lmao speak for yourself