Search found 677 matches

by hoho
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...
by hoho
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/...
by hoho
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
by hoho
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.
by hoho
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...
by hoho
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...
by hoho
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...
by hoho
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...
by hoho
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...
by hoho
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...
by hoho
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
by hoho
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 ...
by hoho
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

MeduSalem wrote:About the 2x3 setup... I'm actively experimenting around with such a configuration:
Any chance for a blueprint string?
by hoho
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?
by hoho
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?
by hoho
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 ...
by hoho
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.
by hoho
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...
by hoho
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.
by hoho
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

Justderpingalong 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. :P
Perhaps add in a few turbines into the recipe. After all, it's a literal power plant on wheels :)

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