I love this! I can actually move in my oil fields. Thanks.
Any way to toggle it on/off? Sometimes, I need to run, NOW.
Search found 237 matches
- Sun Sep 11, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 50
- Views: 22944
- Wed Sep 07, 2016 9:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Effecient mining setup for robots
- Replies: 17
- Views: 64012
Re: Effecient mining setup for robots
The downside: making belt based system load chests evenly is a pain. Bots do it automatically (the fill requestors requesting the same item uniformly). Why is it a pain? It's one combinator and a bit of wiring (all of which is blueprinted so you don't even have to do it yourself more than once). IM...
- Tue Sep 06, 2016 5:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simple 3 to 2 belt merge
- Replies: 13
- Views: 95271
Re: Simple 3 to 2 belt merge
I'd add one more balancer. See below.
- Fri Sep 02, 2016 7:59 pm
- Forum: Show your Creations
- Topic: Second Game, First Post
- Replies: 4
- Views: 2575
Re: Second Game, First Post
Nice work! Looks like you got the ratio down. You could also put some underground pipes in there to break things up to allow for more walkability or grab the squeak thru mod.
- Thu Sep 01, 2016 9:27 pm
- Forum: General discussion
- Topic: Belt of Death
- Replies: 9
- Views: 4345
Re: Belt of Death
Hahaha, reminds me of the time my friend AFK'ed and I put him on a belt that was shaped like a penis and then took screen shots.
- Thu Sep 01, 2016 4:33 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 6799
Re: How to make trains pick an open waiting bay
I've heard that trains pick their path the moment they leave their originating station. If there's something in the path, they just wait for it to clear, even if there's an alternate. The proposed solution is to put a 0-second station stop at the entrance of the area, so it'll path to the entrance o...
- Wed Aug 31, 2016 9:59 pm
- Forum: Balancing
- Topic: Train is too vulnerable versus green alien(Big problem!)
- Replies: 22
- Views: 10156
Re: Train is too vulnerable versus green alien(Big problem!)
Do you mean the behemoth?
- Wed Aug 31, 2016 3:49 pm
- Forum: Gameplay Help
- Topic: trees
- Replies: 4
- Views: 1797
Re: trees
What to do with your trees: (by me)
Wood_Gas - Factorio Mods https://mods.factorio.com/mods/mooklepticon/Wood_Gas
How to not lose your mind when running through them:
Tree Collision - Factorio Mods https://mods.factorio.com/mods/skomick/tree_collision
Wood_Gas - Factorio Mods https://mods.factorio.com/mods/mooklepticon/Wood_Gas
How to not lose your mind when running through them:
Tree Collision - Factorio Mods https://mods.factorio.com/mods/skomick/tree_collision
- Wed Aug 31, 2016 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Natural Gas - the option before Nuclear
- Replies: 8
- Views: 3019
Re: Natural Gas - the option before Nuclear
Hm. I don't see the big gain in using gas instead of oil to produce electricity: Gas is also a liquid. There is nearly no added game-value. There is IRL because there's more gas and it's easier to get than oil. To make this idea viable, there'd have to be a change in resources. There may already be...
- Mon Aug 29, 2016 9:15 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64362
Re: Electric locomotives ☸
Who are you referring to in this super-old post?Chaubata wrote:You know that there was already a MOD doing nearly all of that?
5dim's - Trains
unfortunately 5dim seem not be interested to convert it to 0.13.
What is "that" that you're referring to in this super-old post?
- Sun Aug 28, 2016 2:40 pm
- Forum: Modding discussion
- Topic: Tips on energy balance?
- Replies: 2
- Views: 965
Re: Tips on energy balance?
Ah, good point. Thanks.
- Sat Aug 27, 2016 7:26 pm
- Forum: Modding help
- Topic: Can't get a recipe to show up
- Replies: 2
- Views: 905
Re: Can't get a recipe to show up
My reply disappeared. Weird.
That fixed it. I made a new map and it worked! Thanks for the help.
What's your idea?! I wanna see it when you've done something!
That fixed it. I made a new map and it worked! Thanks for the help.
What's your idea?! I wanna see it when you've done something!
- Sat Aug 27, 2016 2:39 pm
- Forum: Modding discussion
- Topic: Tips on energy balance?
- Replies: 2
- Views: 965
Tips on energy balance?
I just made my first mod, https://mods.factorio.com/mods/mooklepticon/Wood_Gas, but I'm not sold on the energy costs of things. Any tips on deciding how much energy a recipe costs? How many items to use to convert from a raw energy-producing input to a final energy procuding output (ie: coal to soli...
- Sat Aug 27, 2016 2:30 am
- Forum: Modding help
- Topic: Can't get a recipe to show up
- Replies: 2
- Views: 905
Can't get a recipe to show up
I'm trying to add wood gasification. I got the wood-to-other-stuff part down. It makes petroleum gas and tar. I'm trying to get the tar to make solid fuel, but the recipe won't show up. I'm getting no errors, so I'm not sure what I'm doing wrong. Could y'all take a look?
- Thu Aug 04, 2016 9:26 pm
- Forum: Implemented Suggestions
- Topic: "Upgrade" yellow belts to yellow-splitters
- Replies: 8
- Views: 3234
Re: "Upgrade" yellow belts to yellow-splitters
I'm not sure: You can currently fast-replace only items of the same size (which makes somehow sense?). Perhaps not. I've seen images of people replacing warehouses (large) with storage chests (1x1) and then show the resulting items spreading everywhere. I don't know if warehouses being a mod intera...
- Tue Aug 02, 2016 3:13 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1000000
Re: Factorio Roadmap for 0.12 + 0.13
Please can mining richness (recourses per tile) increase with distance away from the starting area? I'm spending so much time on mining expansions at the moment and more and more electricity defending them. Which has been fun making them neat and efficient and efficent to make, but I kinda want the...
- Wed Jul 13, 2016 7:06 pm
- Forum: Show your Creations
- Topic: [0.13] Getting mass procution achivement
- Replies: 3
- Views: 2131
Re: [0.13] Getting mass procution achivement
Wow, that is massive.
- Wed Jul 13, 2016 7:04 pm
- Forum: Fan Art
- Topic: Did a thing that Other People already did.
- Replies: 4
- Views: 4514
Re: Did a thing that Other People already did.
hahahaha, that's hilarious.
- Fri Jul 08, 2016 7:56 pm
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20794
Re: Best way to defend
The biters seem unpredictable. I'll try to build a few turrets where they last attacked, and the next time they'll skirt the range of the turrets and run into the base. This is confusing to me because the biters in my game are TOTALLY predictable. They attack the same spots every time. When they at...
- Fri Jul 08, 2016 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Turrets produce a circuit network signal
- Replies: 36
- Views: 11537
Re: Connect turrets to circuit network
Until they implement this, I bet you could do this with a chest that feeds into the turret, since chest contents can be read. I'm so doing this.For signaling purposes: adding a red light next to a turret to show if it has low ammo