Search found 74 matches
- Fri Mar 09, 2018 6:28 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.16] Sea Block Pack 0.2.3
I'm not actually at the point where I can shoot for nuclear, but I've been doing experiments with creative and I think I have a slightly better idea now about things. Crystalizing to Uranium and Flourite is an absurdly bad idea. To get 10 uranium ore (1 U238) per second, you would need around 700 cr...
- Thu Mar 08, 2018 2:06 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.16] Sea Block Pack 0.2.3
EDIT: This issue has been fixed in the latest version of FNEI (0.1.4)
https://mods.factorio.com/mod/FNEI/downloads
https://mods.factorio.com/mod/FNEI/downloads
- Wed Mar 07, 2018 9:01 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.16] Sea Block Pack 0.2.3
True, though I think by the time belt throughput becomes an issue for power production, you should have pellets anyways, which is far denser than charcoal and carbon. Both are ultimately key products for the factory. Charcoal for filtering and eventually solid fuel. Carbon for electronics. Speaking ...
- Tue Mar 06, 2018 11:16 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.16] Sea Block Pack 0.2.3
That's just the game's power scaling. It's the same with how the higher tiers of boilers give you more power essentially for "free". Charcoal to carbon isn't a net positive for energy though, after you account for the liquifiers' energy cost. (actually it is, but only by a trivially tiny a...
- Wed Feb 28, 2018 6:25 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.15] Sea Block Pack 0.1.7
To fix the power icon on the windmills, edit turbine.lua in the mod's prototype folder. Under type = "electric-energy-interface", in the "energy_source =" block, add the line
Code: Select all
render_no_power_icon = false
- Sun Feb 11, 2018 1:50 am
- Forum: General discussion
- Topic: What comes next in this sequence?
- Replies: 22
- Views: 8674
Re: What comes next in this sequence?
The Seablock pack has SpaceX and with the science overhaul mod, the final research takes 1 million of each pack to complete. That scale pretty much necessitates a very large megabase. The land constraint is really something that mainly affects the early game. By the time you get to blue science, san...
- Tue Feb 06, 2018 11:07 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.15] Sea Block Pack 0.1.7
There's an updated version here. It works with Angels Bio Processing:
viewtopic.php?f=91&t=14294&start=180#p334229
viewtopic.php?f=91&t=14294&start=180#p334229
- Sat Feb 03, 2018 12:56 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010409
Re: [0.15] Sea Block Pack 0.1.7
I tried things out with an updated version of Science Cost Tweaker from viewtopic.php?f=91&t=14294&start=180#p334229. But it seems to dead end. The lab for green science requires green circuits which require resin, but resin is gated behind a green science tech.
- Fri Jan 19, 2018 4:24 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373173
Re: Friday Facts #225 - Bots versus belts (part 2)
I agree with the factorio devs that bots in the current build are gamebreaking. The gap between belts and bots is way to massive and lead belts to absurdity. I don't really follow? In the mid-late game, they're very strong, but need a lot of research and are very complex and expensive products to m...
- Mon Jan 08, 2018 1:18 am
- Forum: Angels Mods
- Topic: Refining tips
- Replies: 5
- Views: 3223
Re: Refining tips
My setup before I get metallurgy and basic electronics going is putting crushed ore into a sorter and unloading all the products onto a sushi belt like setup. Then use metal mixing furnaces to deal with the products (and a crusher for the slag).
- Wed Dec 20, 2017 7:31 pm
- Forum: Gameplay Help
- Topic: Another way to get the full content of my logistic network?
- Replies: 5
- Views: 1708
Re: Another way to get the full content of my logistic network?
It's been like this forever, so it's definitely intended. You can post something in ideas/suggestions though. It's likely to be shelved and might be in the UI overhaul anyways.
- Thu Dec 14, 2017 2:16 am
- Forum: General discussion
- Topic: Hi Res Guy
- Replies: 7
- Views: 3130
Re: Hi Res Guy
Recall that this is what the player looked live in v15.
- Thu Nov 30, 2017 12:00 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502073
Re: Simple Questions and Short Answers
The command to change research costs to normal is
Note that this will disable achievements on this save.
Code: Select all
/c game.difficulty_settings.technology_price_multiplier=1
- Wed Nov 29, 2017 11:44 pm
- Forum: General discussion
- Topic: Why defending is a dilemma and enemies need polish
- Replies: 28
- Views: 11016
Re: Why defending is a dilemma and enemies need polish
At the current stage, defending against enemies is somewhat antithetical to the rest of the Factorio gameplay. At current, most of the things you're building in your factory consist of concentrated units of production. Smelting is done in a single plot fitted with as many furnaces as possible. The w...