Search found 58 matches

by sarcolopter
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
by sarcolopter
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
by sarcolopter
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
by sarcolopter
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"?
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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 ...
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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
by sarcolopter
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
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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,...
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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...
by sarcolopter
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.

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