Search found 677 matches
- Wed May 03, 2017 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Fuel Wagons for Trains
- Replies: 3
- Views: 1455
Re: Fuel Wagons for Trains
For example, I have a 1-1-1 train right now that goes both ways, but my train stations all have 2-4, meaning I cannot ever refuel there because it would insert everything into my wagon (though I could rotate the first locomotive). An obvious solution would be to have different refueling stations fo...
- Wed May 03, 2017 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Research graph similar to production graphs to visualize research speed over time.
- Replies: 5
- Views: 2067
Re: Research graph similar to production graphs to visualize research speed over time.
It would be nice to see how fast the research has been made over the minutes and hours, just like there are production and electricity graphs. How would you quantify that, exactly? What would be the numbers you'd see on those graphs? As was said, science "bottles" are shown in production/...
- Wed May 03, 2017 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Deforest er vehicle
- Replies: 11
- Views: 4396
Re: Deforest er vehicle
Tank flamethrower is excellent at clearing trees. It kills them instantly and with around 5-6 tile wide range and unlike handheld flamethrower, it won't really set stuff on fire.
Of course, you won't be harvesting those trees
Of course, you won't be harvesting those trees
- Wed May 03, 2017 12:04 pm
- Forum: Ideas and Suggestions
- Topic: My World Preset
- Replies: 2
- Views: 1131
Re: My World Preset
It's possible to add them via mods and it's not terribly difficult. Here are a couple of examples:
https://mods.factorio.com/mods/Ambaire/ ... -bobs-ores
https://mods.factorio.com/mods/Huggabea ... os-presets
Just download, extract and modify them according to your interests.
https://mods.factorio.com/mods/Ambaire/ ... -bobs-ores
https://mods.factorio.com/mods/Huggabea ... os-presets
Just download, extract and modify them according to your interests.
- Wed May 03, 2017 11:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133550
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I've considered this, not sure how I want to do this yet. Specifically, I considered making the satellite return a remote control. You click the remote control on a spot. Satellite comes barrelling down with an asteroid in tow. Multiple atomic bombs levels of destruction, apocalypse and fun. Meteor...
- Wed May 03, 2017 11:35 am
- Forum: Show your Creations
- Topic: [0.15] UPDATE - Tens and Tens of Blueprints
- Replies: 10
- Views: 10414
Re: [0.15] Tens and Tens of Blueprints
It seems to be just the raw blueprint storage file from factorio root directory where the game stores them. Not sure why it's .bin and not .dat. Mine is .dat but it might be it's due to running in Linux. Renaming it to .dat worked for me. I'm not really seeing a clean way to import them besides temp...
- Wed May 03, 2017 11:23 am
- Forum: Ideas and Suggestions
- Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
- Replies: 6
- Views: 2521
Re: [1.5] Thoughts after about 20 hours of play (and a .gif!)
It's been shown that a standard starting-area deposit of Uranium can power a decent factory for some 1500-2000 hours That's probably with enrichment process. When I cleare out my in-base uranium deposit, I got around 140 U235 in total. I also didn't want to spend it all since I was waiting for enri...
- Wed May 03, 2017 9:37 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1377085
Re: Development and Discussion
Making that more complicated with having to deliver some acid via train to 5+ remote outposts with RSO is for me the very definition of annoying... :) And the rest of Angel's isn't with all the massive fluid processing, loads of different steps of processing, getting half a dozen different products...
- Wed May 03, 2017 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133550
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
You removed evolution settings, maybe you should remove difficulty cost too and integrate it with factorio vanilla multiplier if it is not done automatically by the client when a player chooses a higher value. Well, the "difficulty" of SCT isn't quite the same as in vanilla. In SCT, the d...
- Wed May 03, 2017 4:59 am
- Forum: Energy Production
- Topic: Kovarex w/ feedback loop
- Replies: 22
- Views: 12394
Re: Kovarex w/ feedback loop
I'm using a version with no circuitry: It's possible to achieve pretty much exact same results without circuits and fewer smart inserters and it'll be more compact to boot! Screenshot_20170503_075825.png It's not too pretty (it kind of grew organically) but shows the basic idea. The trick is that i...
- Tue May 02, 2017 11:40 am
- Forum: Energy Production
- Topic: Nuclear power with steam storage tanks
- Replies: 24
- Views: 56307
Re: Nuclear power with steam storage tanks
Thanks! Working great
- Mon May 01, 2017 7:49 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 13139
Re: [0.15] Nuclear Locomotives
I really like the idea behind this mod but I have a question, is there a possibility of allowing your custom fuel to produce a waste product that can be reprocessed similar to the spent nuclear cells? Not without it clogging stuff up in the train. Problem is, the game doesn't really support having ...
- Mon May 01, 2017 4:32 pm
- Forum: Energy Production
- Topic: Nuclear power with steam storage tanks
- Replies: 24
- Views: 56307
Re: Nuclear power with steam storage tanks
Any chance for a blueprint string?MeduSalem wrote:About the 2x3 setup... I'm actively experimenting around with such a configuration:
- Mon May 01, 2017 7:06 am
- Forum: Not a bug
- Topic: [0.15.5] Advanced oil processing [Never mind!]
- Replies: 2
- Views: 2813
Re: Advanced oil processing
What version are you using? In 0.15.5 I get 10 heavy, 45 light and 55 petroleum from 50 water and 100 oil.
Do you perhaps have some mod altering the recipe?
Do you perhaps have some mod altering the recipe?
- Sat Apr 29, 2017 11:06 am
- Forum: Mods
- Topic: [MOD 0.13] Super Tank - harder, better, faster, stronger
- Replies: 28
- Views: 26021
Re: [MOD 0.13] Super Tank - harder, better, faster, stronger
With 0.15, regular tanks got 100% damage boost to their machinegun + added extra flamethrower. As it stands, supertank is just a lot faster cannon and higher HP with weaker machinegun and no flamethrower.
Do you have any plans to make similar changes to the supertank too?
Do you have any plans to make similar changes to the supertank too?
- Fri Apr 28, 2017 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 25451
Re: Save custom world presets
The intention behind that was to enable someone to say I beat the game with this preset and everyone knows exactly what that is with what settings. Before death world/rail world/marathon would all very a little between users. Yes, I know why they added those premade ones. I was just surprised that ...
- Fri Apr 28, 2017 9:02 pm
- Forum: News
- Topic: Friday Facts #188 - Bug, Bug, Desync
- Replies: 37
- Views: 21616
Re: Friday Facts #188 - Bug, Bug, Desync
I've been too busy enjoying 0.15 to really say much about the game on forums. It's just pure awesomeness, as usual.
- Thu Apr 27, 2017 12:51 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 27328
Re: Getting rid of alien artifacts is a bad idea
I understand the artifacts caused issues for strict base builders. That's been fixed by changing recipes. But what about the players who enjoyed the artifacts collection process? I HIGHLY doubt there are (m)any people who actually *enjoyed* the artifact collection process. At most, they saw it as a...
- Thu Apr 27, 2017 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 25451
Re: Save custom world presets
+1
I was rather surprised that being able to save (and share) presets was not already in game. Having just a handful of them pre-made seems weird.
I was rather surprised that being able to save (and share) presets was not already in game. Having just a handful of them pre-made seems weird.
- Thu Apr 27, 2017 9:50 am
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 13139
Re: [0.15] Nuclear Locomotives
Perhaps add in a few turbines into the recipe. After all, it's a literal power plant on wheelsJustderpingalong wrote:I like this idea... but I think the locomotive should be more expensive and should be more powerfull than a locomotive running on rocket fuel.