Search found 42 matches
- Wed Jun 24, 2015 5:40 am
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 258885
Re: Tips, Designs, & Tricks
I was inspired by this thread to make a power generation priority list. Firstly it would use solar panels, and then it would use accumluators, and when the power went off, it would turn the steam engines on. All went fine and well but I rage quit when I figured out the whole time I was using smart i...
- Wed Jun 24, 2015 3:35 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 18377
Re: RepairChest Mod
I suppose you could simply use a requester chest and insert the contents into a roboport.
Not really too hard to make a mod for either, so I would highly suggest you take a few hours to learn the API and how to add new items.
Not really too hard to make a mod for either, so I would highly suggest you take a few hours to learn the API and how to add new items.
- Sun Jun 21, 2015 3:06 pm
- Forum: Mods
- Topic: Omega Haxors' Usefullness
- Replies: 0
- Views: 3939
Omega Haxors' Usefullness
Just a simple little humble mod which adds all sorts of useful things that I would find useful. Right now it's very limited due to my weak understanding of Factorio scripting, but I have big plans for when I do figure it out. A few of the things in this mod are extremely powerful and a lot of things...
- Fri Jun 19, 2015 3:34 am
- Forum: Mods
- Topic: [MOD 0.10.x] Barter mod [v0.8.1]
- Replies: 18
- Views: 16003
Re: [MOD 0.10.x] Barter mod [v0.8.1]
This has potential to be an excellent gameplay addition to any game if the following is addressed: The market needs to be dynamic. If it's just a flat 110% return rate, then people are just going to abuse it to dupe for resources. This isn't bad on its own, but when people build over half of their f...
- Mon Jun 15, 2015 3:59 am
- Forum: Ideas and Requests For Mods
- Topic: Low-Tech Game Mode
- Replies: 0
- Views: 2381
Low-Tech Game Mode
What I am proposing is a completely new game-mode for Factorio which would change the focus completely off electricity. Due to the way the game is set up now, it assumes at almost every avenue that you have access to an electrical grid, and the game is balanced as such. Obviously this leaves a whole...
- Mon Jun 15, 2015 3:25 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 24382
Re: [Request] ELECTRIC BOILER
I like the idea for this for advanced power storage, say if you want to store a whole bunch of power for later without accumulators, but don't want to ever use polluting coal or fuel. If your goal is to avoid pollution entirely, the loss would be completely invisible. The point is to store electrici...
- Mon Jun 15, 2015 1:43 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197394
Re: Support - Uranium Power
Line 395 throws an error in control.lua when you attempt to use the heat exchanger on anything other than water or pressurized water. The error reads: attempt to index field '?' (a nil value) And the line in question reads as follows: local minT1 = fluidProperties[oldheatExchanger[2].fluidbox[1].ty...
- Sun Jun 14, 2015 3:30 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197394
Re: Support - Uranium Power
Line 395 throws an error in control.lua when you attempt to use the heat exchanger on anything other than water or pressurized water. The error reads: attempt to index field '?' (a nil value) And the line in question reads as follows: local minT1 = fluidProperties[oldheatExchanger[2].fluidbox[1].typ...
- Sun Jun 14, 2015 2:21 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Railway crossing with gates
- Replies: 7
- Views: 8294
Re: [Request] Railway crossing with gates
It isn't exactly what you asked for, but consider trying this mod out:
https://forums.factorio.com/forum/vie ... ain#p86187
https://forums.factorio.com/forum/vie ... ain#p86187
- Sun Jun 14, 2015 5:24 am
- Forum: Mods
- Topic: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
- Replies: 15
- Views: 26545
Re: [MOD 0.11.x] Mohole 0.0.3 - Updated graphics
I like how this mod can be used as both an alternative power source and also a source for pesudo-infinite resources, but there's one thing that really bugs me: The mohole is a lot more expensive, both on power and resources, but is shares the exact same recipes with the crystallizer. Because the cry...
- Sat Jun 13, 2015 3:23 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]Pocket Power Pole
- Replies: 4
- Views: 5553
Re: [Request]Pocket Power Pole
Why would you anybody want that? The armor provides almost no power, even with the portable fusion reactor.Gandalf wrote:@omega_haxors He wants to use his armor as a power source for other stuff, not the other way round.
- Fri Jun 12, 2015 3:42 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request, Thin Belts & Belt Scaffolds.
- Replies: 8
- Views: 12180
Re: Mod Request, Thin Belts & Belt Scaffolds.
perhaps a more useful request would be a something like a large assembly machine perhaps 3x3 tile box that 3 belts would be inputs and there would be a possible 9 output belts (3 belts on a side) all this thing would do is sort items coming in to it , all coal goes on this belt, all copper plates g...
- Fri Jun 12, 2015 3:25 am
- Forum: Balancing
- Topic: [0.8] Campaign too difficult
- Replies: 35
- Views: 25550
Re: [0.8] Campaign too difficult
Suggestion 3: This is a good mission to teach players about modular armor. After all the primary purpose of modular armor is to kick ass. At the halfway point give the player a set of half broken modular armor, along with 2-4 solars, 1 battery, and 1 shield. They can hunker down and begin wall manu...
- Thu Jun 11, 2015 1:09 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]Pocket Power Pole
- Replies: 4
- Views: 5553
Re: [Request]Pocket Power Pole
Wi-El sounds like a good solution here. It's completely safe, incredibly lossy, (over 80% loss if I recall) and would follow the logic of power transmission more efficiently. It would be easy enough to set up. Just place a Wi-El charging station which transmits its power over a distance, and if a re...
- Thu Jun 11, 2015 1:03 am
- Forum: Balancing
- Topic: [0.8] Campaign too difficult
- Replies: 35
- Views: 25550
Re: [0.8] Campaign too difficult
I dont think level 3 is to hard, the only reason its hard is becose you make it hard yourself. what this level teaches you is you can fight small nests head on with no problems. but when it comes to biger nests you cannot do so anymore. This is the crux of my point, here. Not that the mission is to...
- Wed Jun 10, 2015 6:27 am
- Forum: Ideas and Requests For Mods
- Topic: Suggestion for a Limited Conflict Mod
- Replies: 1
- Views: 2703
Re: Suggestion for a Limited Conflict Mod
You could always use the "kill all monsters" command from Test Mode. Other than that, though, I don't think there's any mod that's designed solely to remove aggro from monsters.
I'm sure somebody here could whip one up in seconds, though.
I'm sure somebody here could whip one up in seconds, though.
- Wed Jun 10, 2015 6:22 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request, Thin Belts & Belt Scaffolds.
- Replies: 8
- Views: 12180
Re: Mod Request, Thin Belts & Belt Scaffolds.
I don't understand the belt question fully. Do you want a belt that takes up half a square, or rather a belt that can go two directions on the same square? Either way, belts have to obey the tiles so that gives limited freedom for mods. The second suggestion is actually pretty interesting and would ...
- Wed Jun 10, 2015 6:08 am
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31087
Re: is effectivity module op?
... The point where your argument fails is that having high pollution will increase the difficulty. Sure you can handle small, hell maybe even medium biters no problem, but I can promise you that the large ones, in quantity, can easily overwhelm any laser defense system and put the rest of the base...
- Mon Jun 01, 2015 12:33 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Requester/Provider Machines
- Replies: 2
- Views: 3930
[Request] Requester/Provider Machines
Simply put, I want to be able to put an assembler, furnace, or other such device directly into the logistics network. That way I won't have to use request chests, inserters, and provider chests every time I want to make something. They don't have to be fast or cheap, just as long as I have them as a...
- Sun May 31, 2015 10:04 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31087
Re: is effectivity module op?
Why efficiency modules are not overpowered. Solar power is free, solar power is infinite, lasers turrets are powered for free , power is free. Thus biters and pollution don't matter. Power is irrelevant in this game due to free solar energy and thus anything dealing with it doesn't matter. Now runn...