Search found 238 matches
- Tue Feb 26, 2019 4:31 pm
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 40928
Re: How many main bus lines do you generally use?
Hmm, I think I had 32 blue lanes of iron, 24 of copper, and maybe 8 of green circuits in my last base
- Mon Feb 25, 2019 8:41 pm
- Forum: Combinator Creations
- Topic: Buffed Ratio Splitter
- Replies: 2
- Views: 2535
Re: Buffed Ratio Splitter
Hmm... what happens when one of the channels backs up and is no longer pulling any items?
- Mon Feb 18, 2019 10:13 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15130
Re: Nuclear power OP
Nuclear is fine, and modules are fine... It takes a very long time to get a base to where your Kovarex process is producing effectively unlimited nuclear fuel. So, it's not like you're ever going to skip huge fields of solar panels. Then, once you really get Kovarex up and running, you're spared the...
- Fri Jan 25, 2019 5:47 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75046
Re: Friday Facts #279 - Train GUI & Modern Spitter
Hmm, I love the new spitter, but the new worm looks kinda overly smooth and texture-less. Maybe it should have the nice carapace plates?
- Tue Jan 22, 2019 9:45 pm
- Forum: General discussion
- Topic: Fish
- Replies: 23
- Views: 6241
Re: Fish
How on earth did you wind up with 10000 fish!!?????? Unless you've got a mod to auto-harvest them, you have to collect them manually (by hand or deconstruction order) AFAIK.
- Fri Jan 18, 2019 10:17 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65363
Re: Friday Facts #278 - The new quickbar
Yay! No more not being able to put away what's in my hand cause my bots just filled up my inventory with wood. And YAAAAYYY for ghost building! No more picking up your last inserter 10 times in a row, trying to place one more ghost to finish the layout before your bots steal it from you again. Minor...
- Mon Jan 07, 2019 4:54 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20231
Combinator comments!
TL;DR Add an editable "comments" field inside each combinator GUI so that you can remind yourself what each combinator is supposed to be doing! What ? Directly under the name (e.g. "arithmetic combinator"), each combinator should have an editable text box for comments/notes. It ...
- Fri Jan 04, 2019 7:43 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63539
Re: Friday Facts #276 - Belt item spacing & Script rendering
As much as I'd like the furnace speed change (since faster furnaces mean less furnaces for the same throughput), I don't like the belt speed change at all. As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed ...
- Thu Jan 03, 2019 6:46 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35118
Re: The Problem With Pickaxes - Digging Out Factorio's Core
If you look at my suggestion I'm not talking about a manual upgrade planner. I'm talking about an automatic one where you define what you want to upgrade (same as upgrade planner) but the robots automatically upgrade parts of your factory they pick if you have enough items in stock. This way eventu...
- Fri Dec 21, 2018 7:40 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71444
Re: Friday Facts #274 - New fluid system 2
Can you give us a bit more info on how placing pipes will work with the new anti-mixing logic? Can you confirm or deny that this will allow running parallel pipes without them accidentally intersecting? I could see this being a problem potentially (esp in blueprints) if pipe connection order is depe...
- Wed Nov 14, 2018 12:08 am
- Forum: Questions, reviews and ratings
- Topic: expansion of the game from vanilla
- Replies: 5
- Views: 2224
Re: expansion of the game from vanilla
Looking for exactly the same thing. I'm in the middle of a seablock (angels/bobs) playthrough and have discovered I just don't have enough time to commit to that. So I'm hoping for a mod that's maybe 2X the complexity of vanilla, rather than ~10X. I'll take a look at AAI industries.
- Mon Oct 29, 2018 11:11 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208440
Re: Friday Facts #266 - Cleanup of mechanics
And suddenly, your megabase needs 5% more mining drills to keep up. Thats roughly... 6 new ore patches you need to cover
But the complexity reduction is great! While we're on the subject, how come NONE of the assemblers have a crafting speed of 100%?
But the complexity reduction is great! While we're on the subject, how come NONE of the assemblers have a crafting speed of 100%?
- Sat Oct 20, 2018 4:37 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53706
Re: Friday Facts #265 - Nomenclature & Steam networking
While we are there, you REALLY need an easy way to see all the ways to produce a certain item (e.g. sulphur / cobalt in Bob's Mod)... I hate having to refer to a wiki to get an in-game answer. Try FNEI (https://mods.factorio.com/mods/npo6ka/FNEI). It lets you search for any item and find all the re...
- Tue Sep 18, 2018 11:53 pm
- Forum: Gameplay Help
- Topic: PROBLEM WITH OIL REFINERY
- Replies: 12
- Views: 6021
Re: PROBLEM WITH OIL REFINERY
I think your quick fix is to add another oilfield (more pumpjacks!) rather than focusing on circuit network and modules quite yet!
- Tue Sep 18, 2018 7:55 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115082
Re: Friday Facts #260 - New fluid system
Yay! Sounds like great improvements! Now we just need some method to have adjacent pipes not auto-connect to each other.
- Sat Sep 01, 2018 4:21 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006594
Re: [0.16] Sea Block Pack 0.2.13
I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods ...
- Sat Sep 01, 2018 12:48 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006594
Re: [0.16] Sea Block Pack 0.2.13
I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods i...
- Fri Aug 10, 2018 8:21 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 51955
Re: Friday Facts #255 - Construction tools
Best FFF ever!!! On the "new blueprint Q window" topic: I don't remember whether there was ever a conclusion on changing the hotbar so that it only holds links, not items, but I think things would be much simpler in general if your "hand" couldn't hold anything that doesn't exist...
- Thu Aug 09, 2018 4:29 pm
- Forum: Railway Setups
- Topic: AID - Automatic Item Delivery
- Replies: 12
- Views: 11853
Re: AID - Automatic Item Delivery
This looks awesome! I've been pondering about something like this for a while, but never had the motivation to actually design one Can't wait to try it out!
- Thu Aug 09, 2018 3:37 pm
- Forum: General discussion
- Topic: Game+ in Factorio?
- Replies: 17
- Views: 6088
Re: Game+ in Factorio?
Even if the devs introduced this feature, nobody would agree about how much stuff should be available. Fortunately, this game already has a feature which allows you to customize its every aspect... mods!