Search found 237 matches

by mooklepticon
Sun Sep 11, 2016 5:54 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22944

Re: [MOD 0.13] Progressive running

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.
by mooklepticon
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...
by mooklepticon
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.
balancer.png
balancer.png (932.35 KiB) Viewed 94850 times
by mooklepticon
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.
by mooklepticon
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.
by mooklepticon
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...
by mooklepticon
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
by mooklepticon
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...
by mooklepticon
Mon Aug 29, 2016 9:15 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64362

Re: Electric locomotives ☸

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.
Who are you referring to in this super-old post?

What is "that" that you're referring to in this super-old post?
by mooklepticon
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.
by mooklepticon
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!
by mooklepticon
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...
by mooklepticon
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?
by mooklepticon
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...
by mooklepticon
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...
by mooklepticon
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.
by mooklepticon
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.
by mooklepticon
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...
by mooklepticon
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

For signaling purposes: adding a red light next to a turret to show if it has low ammo
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.

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