Search found 272 matches
- Tue Jan 01, 2019 12:28 pm
- Forum: Ideas and Suggestions
- Topic: show range of ghost builds
- Replies: 4
- Views: 1857
show range of ghost builds
TL;DR Show cargo/construction-range of Roboports also while in 'planing'-state (ghost) What ? For an existing Roboport the ghost of the range of the bots is shown, this is also true when planing and planting roboports and blueprints, but after placing the blueprint the range-color disapear. The ran...
- Sun Dec 30, 2018 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Show circuit network signal on non-pole entity
- Replies: 14
- Views: 4418
Re: Make all things connected to the circuit network show their signals when hovered over
i had a thought in the same line.....
bu i would more thinking to add a bill board to a powerpole
bu i would more thinking to add a bill board to a powerpole
- Sun Dec 30, 2018 2:08 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My travel to the east
- Replies: 12
- Views: 22414
Re: My travel to the east
where are the elephants and the turtle ?
- Fri Dec 28, 2018 9:40 pm
- Forum: Mods
- Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
- Replies: 11
- Views: 6491
Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
I just tried out your mod and found it very nice.......... As i noticed you are still working on this mod i would have some suggestions..... i first did not understand how the radar works because i though if the slider is full the search is finished, seems not to be --> better scale the slider to th...
- Fri Dec 28, 2018 4:33 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153665
Re: Friday Facts #275 - 0.17 Science changes
Grenade stays as it’s a very useful weapon against large groups of enemies, like biters or trees. Yeah, those fearsome trees, our worst enemy... I prefer Flamethrowers, nothing is as satisfying as seeing a giant forest burn to ashes. The only thing I would disagree with here are the productivity mo...
- Fri Dec 28, 2018 4:20 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153665
Rocket / Silo
So as i look at things, the rocket surface out of thin air then... as i currently see it the rocket is just a beefed up version of the missle, so no problem if its attached to the military branch of research.... i would suggest to use the flamm-able as prerequisite for the rocket-silo and rename it ...
- Mon Dec 24, 2018 8:40 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71749
Re: Friday Facts #274 - New fluid system 2
So yes, if you put 5 fluid into 101 pipes, it should eventually disappear. But that is not a very frequent case. Most common case is the pipes are full all the time and that loss does not seem very large to me. Not great, sure, but lower limit means more time when you do want to empty it. If you ha...
- Sun Dec 23, 2018 8:16 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71749
Re: Friday Facts #274 - New fluid system 2
How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftov...
- Fri Dec 21, 2018 2:33 pm
- Forum: Ideas and Suggestions
- Topic: Factoritower!
- Replies: 2
- Views: 1528
Re: Factoritower!
So hello, i understand the concept..... But it could be resembled if you decide to have only a limited area on the map (like a single floor on the tower) Each added floor would be beside the existing floor (leaving some space between each area) You need to restrict yourself to such a build-principle...
- Mon Dec 17, 2018 8:52 pm
- Forum: Gameplay Help
- Topic: Kovarex Uranium Enrichment Setup
- Replies: 7
- Views: 2827
Re: Kovarex Uranium Enrichment Setup
i use 4 inserters for each centrifuge, the outgoing are filtered and place the uranium back on the belts...... only important thing is that you need to make sure they can be placed so the 235 are alway placed at the empty side of the belt. the 238 are spaced...... but hey finding a nice solution for...
- Mon Dec 17, 2018 7:47 pm
- Forum: Gameplay Help
- Topic: Kovarex Uranium Enrichment Setup
- Replies: 7
- Views: 2827
Re: Kovarex Uranium Enrichment Setup
i had the same trouble and decided to make the urans circle (through some chests) 2018-05-09 23_46_13-Factorio 0.16.jpg When i did set that up i let it run for some time (deliver continous uranium ore to keep it moving) and resolved to use solar / akku -power as a more easier and scalable energy res...
- Mon Dec 17, 2018 12:21 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32919
Re: New Achievement Ideas
Two Achievement proposals for the vanilla factorio….
• Rocket without any beacon -> hard-core-mogul no short cuts
• Rocket without any moduls & beacons -> true to the bone
and a added achievment :
• only burner inserters -> black hands
• Rocket without any beacon -> hard-core-mogul no short cuts
• Rocket without any moduls & beacons -> true to the bone
and a added achievment :
• only burner inserters -> black hands
- Mon Dec 17, 2018 11:36 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35404
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Just to add some to the confusion ;) As i have no problem when the axes are removed from the game. I have always thought of the different axes as a mk1-mk2-mk3 axe like the assemblers/miners in factorio. It is a faint hint in early game that you can upgrade almost everthing and for starters the axes...
- Sun Dec 16, 2018 8:39 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea / Request] Assembler wagon
- Replies: 6
- Views: 2044
Re: [Idea / Request] Assembler wagon
i think i understand your intend......
i would suggest to play with some blue prints which make the whole factory just beside the rails...
i would suggest to play with some blue prints which make the whole factory just beside the rails...
- Fri Dec 14, 2018 4:45 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32828
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Why does the rail clock clear all segments on transition and not only this needed to be cleared? There is plently room for optimisationalso as the transitions take ages. Because it's much easier that way. Feel free to send a pr when 0.17 is out :v I don’t know how difficult is to translate it to a ...
- Fri Dec 14, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32828
Re: Friday Facts #273 - Cutscene controller & Localisation plan
That clock looks very cool……
I don’t know how difficult is to translate it to a Screen saver ?
Running Factorio as Screensavere seems somewhat very resourcefull…..
But on the other hand you need only an animation for every number 0-9 and then place it on the screen accordingly….
I don’t know how difficult is to translate it to a Screen saver ?
Running Factorio as Screensavere seems somewhat very resourcefull…..
But on the other hand you need only an animation for every number 0-9 and then place it on the screen accordingly….
- Thu Dec 13, 2018 10:27 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 17269
Re: [MOD 0.16] Ribbon Maze 0.6.7
It would be nice if dead ends of the maze can be 3x3 or 5x5 chunks size, but the corridors have the same one chunk wide. That's the idea, but it's difficult. I think its possible when you set the corridors n-size plus 2 wide while using only the center chunk for the maze, so that the chasm is just ...
- Thu Dec 13, 2018 12:22 pm
- Forum: Balancing
- Topic: Research changes
- Replies: 7
- Views: 3725
Re: Research changes
I can comfirm that the tech tree has had a full overhaul for 0.17. Many technologies have been split up, and several dependancies changed, even a couple of technologies removed. As for what exactly, you'll find out when it releases soon. As i am quite happy with factorio i hope the devs relaise at ...
- Mon Dec 10, 2018 5:57 pm
- Forum: Show your Creations
- Topic: A little biter shaving contraption
- Replies: 9
- Views: 4514
Re: A little biter shaving contraption
Thats about my set up with the boilers in the back and the range of the turrets 2018-12-10 18_51_21-Factorio 0.16.jpg I play with some mods but nothing special for biters/spiters. I dnk whats the influence of your mods is may be you should try this without walls ? thats the definitve reason why i wo...
- Mon Dec 10, 2018 1:41 pm
- Forum: Show your Creations
- Topic: A little biter shaving contraption
- Replies: 9
- Views: 4514
Re: A little biter shaving contraption
Every time i try something like this, bugs ignore everything and just go straight for the belt. Even if there is no wall near it. I have no idea how you ppl do contraptions like this. My belts are one tile below the range of the turrets. so if a biter comes an want to destroy the pollution generati...