Search found 130 matches
- Thu Jan 10, 2019 2:49 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 6 Red belt balancer
- Replies: 5
- Views: 11147
Re: 6 Red belt balancer
Looks pretty good, however, there are two sides of a splitter on the input side of the belt that empty into nothing, maybe this could be improved to fix the throughput and not waste those few products.
- Thu Jan 10, 2019 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23144
Re: Dynamic train schedule
I agree. I also think that sometimes, the train schedule UI elements are a bit confusing (especially the Wait conditions) and I like the "Go if" change. It would make it much easier to understand the train schedule and making it.
- Thu Jan 10, 2019 2:40 pm
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 41208
Re: How many main bus lines do you generally use?
I usually go for KatherineOfSky's bus, especially in vanilla or slightly modified vanilla play, which is this: 4x Iron Plate 4x Copper Plate 2x Steel Plate 2xElectronic Circuit 2x Plastic 2x Advanced Circuit 2x Battery 1x Processing Unit 1x Coal ...and then some liquids, usually lubricant, varying d...
- Thu Jan 10, 2019 2:16 pm
- Forum: Ideas and Suggestions
- Topic: More mod list colors
- Replies: 1
- Views: 1679
Re: More mod list colors
I like the idea.
Currently the mod only becomes yellow when you check for an update, otherwise the program would constantly have to check for updates. That is why you have to click to see which ones show up yellow.
Currently the mod only becomes yellow when you check for an update, otherwise the program would constantly have to check for updates. That is why you have to click to see which ones show up yellow.
- Thu Jan 10, 2019 12:52 am
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 13764
Re: Auto-focus numeric-input elements in GUI
I would like this feature as well, good suggestion.
- Wed Jan 09, 2019 11:30 pm
- Forum: Modding discussion
- Topic: Making graphical assets and story sort of legit...
- Replies: 2
- Views: 1196
Re: Making graphical assets and story sort of legit...
Right now most story mods come up with their own backstory. While I know you're looking for the actual lore, I don't believe there is any. The character in factorio can be whoever you want him to be. If you like, come up with an interesting explanation or backstory that will make your mod be what yo...
- Wed Jan 09, 2019 2:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Large Modpack
- Replies: 5
- Views: 1378
Re: Large Modpack
something to keep in mind for my mod is, when it first started, graphics weren't exactly the most important thing for me. A lot of icons are just recolours of base game icons, or cropped and resized google images. (most still are), some of the icons are even from older versions of the game. As for ...
- Tue Jan 08, 2019 7:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Large Modpack
- Replies: 5
- Views: 1378
Re: Large Modpack
I am currently doing this mod https://mods.factorio.com/mod/ERPTbaAB and I am planning Expanded AngelBob. Right now I just use Google Tasks on my phone to collect ideas all day and try to do them ingame. I am very active on the discord and trough that I find a lot of ideas and help but usually I ge...
- Tue Jan 08, 2019 7:49 pm
- Forum: Gameplay Help
- Topic: Power-Measuring Combinators
- Replies: 3
- Views: 2199
Re: Power-Measuring Combinators
You can measure the level of an accumulator Bargraphs are simple if that's what you mean. The combinator is only really needed to set the color. Just hook up all lights with a wire and set each light to go on at a certain threshold. For example 10, 20, 30, etc. Right, but is there a way to measure ...
- Tue Jan 08, 2019 3:42 pm
- Forum: Mods
- Topic: Modpacks for Team Multiplayer
- Replies: 1
- Views: 706
Modpacks for Team Multiplayer
Hello all,
Does anyone know of or use and good mods for specifically **Team multiplayer?** I only find outdated and incompatible ones on the mod portal, and I am looking to create a team game with separate spawn locations, unlock trees, etc. Thanks.
CJ
Does anyone know of or use and good mods for specifically **Team multiplayer?** I only find outdated and incompatible ones on the mod portal, and I am looking to create a team game with separate spawn locations, unlock trees, etc. Thanks.
CJ
- Tue Jan 08, 2019 3:38 pm
- Forum: Gameplay Help
- Topic: Power-Measuring Combinators
- Replies: 3
- Views: 2199
Power-Measuring Combinators
Hello all, I am looking for a nice setup or blueprint that allows me to measure the amount of power I have using combinators and lights, if this is possible, it would be much appreciated, thanks! I can't seem to figure out anything and I think it would be a nice addition to my factories. Edit: I pro...
- Tue Jan 08, 2019 2:17 am
- Forum: General discussion
- Topic: whats your preference for starting a new map?
- Replies: 7
- Views: 3203
Re: whats your preference for starting a new map?
Personally I only like using the map editor for very large or very small test or megabase saves. I like using other mods and the configurable settings better for general play.
- Tue Jan 08, 2019 2:10 am
- Forum: Won't implement
- Topic: [Idea] Allowing Crafting Speed of Machines to be Changed
- Replies: 3
- Views: 1194
[Idea] Allowing Crafting Speed of Machines to be Changed
Hello Factorio devs, I am still developing my QoL research mod, and currently it contains many technologies. I wanted to add a research that maybe would increase the crafting speed of assembly machines. However, it sounds like this is not compatible yet through script, as this is the only instance: ...
- Tue Jan 08, 2019 2:04 am
- Forum: Ideas and Requests For Mods
- Topic: Glass Pipes
- Replies: 2
- Views: 1435
Re: Glass Pipes
Parameters should definitely go based on the material if you're looking for realistic effects. As for the recipes, that should also be based heavily on the material, and balanced to seem realistic to the amount of flow allowed. But that's just my opinion, of course make the parameters whatever you w...
- Tue Jan 08, 2019 2:00 am
- Forum: Ideas and Requests For Mods
- Topic: Large Modpack
- Replies: 5
- Views: 1378
Large Modpack
Hello modders, I want to create a large modpack like Pyanodons, Darkstar, Bobs, etc. I already have ideas and plans forming, but there is a lot and it is not enough to really get me started. I want to include new buildings, recipes, tech, etc., much like any other large game-changing modpack does. I...
- Tue Jan 08, 2019 12:42 am
- Forum: Modding help
- Topic: Assembly Machine Crafting Speed/Productivity
- Replies: 4
- Views: 1097
Re: Assembly Machine Crafting Speed/Productivity
Ah. That's a bit disappointing, maybe I will add it as a suggestion in the ideas section. Thanks for letting me know, I would have kept searching the tech files for ages.bobingabout wrote: ↑Mon Jan 07, 2019 10:46 amI don't think there's any research hooks to handle that.
- Tue Jan 08, 2019 12:33 am
- Forum: Gameplay Help
- Topic: Offshore pump volume?
- Replies: 5
- Views: 1920
Re: Offshore pump volume?
Sometimes, if you have a pump sending water to a TON of different things, like many boilers and crafting machines, all receiving water by the same pump, you will have less in the pipes and therefore in the pump as well.
- Tue Jan 08, 2019 12:30 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 266764
Re: Just bought the game; What were Your first impressions?
My first impression is that I need to rebind the controls to something more like Minecraft. I keep right clicking to go into the machine GUIs.... :P First impressions on controls, great. Never played minecraft much so it seemed perfect and natural to me, still does. First impression? "This is ...
- Mon Jan 07, 2019 6:26 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20342
Re: Combinator comments!
That's a good idea, especially since making combinators and stuff is the closest you can get to "coding" without actually coding in the game. I think that would be nice, especially when the factory gets huge and you have a lot of combinators and circuit setups.
- Mon Jan 07, 2019 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Where is the escape capsule?
- Replies: 1
- Views: 967
Re: Where is the escape capsule?
It is not supposed to be in the vanilla, but it may come in DLC later. It is, however, a part of the campaign, and you also are not supposed to start with anything but the mining drill and furnace in the freeplay. I'm sure there is or you could make some mod that has this feature.