Search found 33 matches
- Sat Jan 14, 2023 3:00 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343992
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
@ Pi-C , You get 4 wooden pipes for that 1copper/8wood, so it's only worth 0,25c/2w per pipe, and 5,25c/10w for 2*underground; as opposed to 1i per pipe, 15i per 2 underground. Which is why I'm saying it's a bit op, especially since wood is renewable. Also what do you mean with terraformer for getti...
- Wed Jan 11, 2023 8:46 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343992
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
What about wooden pipes, are there limitations? they're much cheaper
- Sun Jan 08, 2023 10:13 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343992
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
What's the point of powered rails? aren't locomotives fuel powered.
- Mon Feb 24, 2020 3:24 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343992
Re: MOD [ 0.17.x] Bio-Industries
There an issue with the values of fuels (assuming I haven't made any mistakes), not counting energy spent on production, the resulting MJ gains are as follows: initial value is 24x1MJ so then -4MJ per wood brick then -18MJ per solid fuel (-22MJ total loss per solid fuel) then +8MJ per pellet coke (-...
- Tue Mar 12, 2019 8:09 am
- Forum: Ideas and Suggestions
- Topic: Wagon management
- Replies: 5
- Views: 1792
Re: Wagon management
Serenity, factorio doesn't have to be efficient, this is a game, it has to be fun, otherwise there's no point in using trains or consumables to begin with. Just use robots and solar panels. I've already talked on about this back when I suggested adding more types of energy generation and storage.
- Mon Mar 11, 2019 5:01 am
- Forum: Ideas and Suggestions
- Topic: Wagon management
- Replies: 5
- Views: 1792
Wagon management
Attach/detouch wagons based on conditions, like real world. For example if iron ore wagon can't unload in 5 minutes the train will de-touch it and attach an empty wagon elsewhere, a tug train will move the filled wagon to a wagon holding station.. etc
- Fri Mar 08, 2019 3:50 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 48990
Re: [0.17] Even Distribution
Need to combine this with https://mods.factorio.com/mod/Fill4Me to have turrets with equal amount of ammo placed prefilled
- Thu Dec 14, 2017 4:43 am
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 116872
Re: Version 0.16.0
the cliffs make the game look like starcraft
- Mon Nov 06, 2017 7:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 119
- Views: 129705
Re: [MOD 0.15] Squeak Through 1.1.7
how to make it work for the pipes only?
- Thu Jun 15, 2017 1:43 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214828
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
add information about all currently requested and in process of delivery items, so that I could clearly see if the items are missing, instead of the robot just recharging somewhere.
- Thu May 25, 2017 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Solar panels OP
- Replies: 17
- Views: 8955
Re: Solar panels OP
FYI Batteries ARE chemical storage and the accumulators are fairly realistic in terms of size:storage even if they aren't as difficult to come across as on earth due to having to work with far more elements than Hydrogen, Carbon, Sulphur, Copper and Iron. Factorio is a very simple model of the worl...
- Thu May 25, 2017 9:54 am
- Forum: Ideas and Suggestions
- Topic: Solar panels OP
- Replies: 17
- Views: 8955
Solar panels OP
There's no point in nuclear reactors (or other forms of energy-production) if you can scale up solar panels all the time and have 300MW solar-only factory with 50GJ battery storage They should either be removed from the game or produce way less energy. Or replace it with slightly more complex design...
- Wed May 17, 2017 11:29 am
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 56209
Re: Version 0.15.11
When you try to rename a blueprint and a drone delivers something to you the textbox resets, it's really annoying.
The blueprints shouldn't be an item, you get stuck with a blueprint in your mouse selected when your inventory suddenly gets full.
The blueprints shouldn't be an item, you get stuck with a blueprint in your mouse selected when your inventory suddenly gets full.
- Sun Sep 04, 2016 8:42 pm
- Forum: Mods
- Topic: [MOD 0.14+] Compact Factory - Compact your base !
- Replies: 22
- Views: 20742
Re: [MOD 0.13.x] Compact Factory - Compact your base !
can you add a "floating" drone station ? so that there would be no need to move half of factory to fit in a drone station
- Fri Sep 02, 2016 5:10 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50689
Re: [MOD 0.12.20] Concrete Lamppost
does it have the same power consumption as a lamp?
- Wed Aug 31, 2016 4:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 65931
Re: [MOD 0.12.x, 0.13.x] Crafted Artifacts
changing false to true doesn't work on saves (0.13) - it still shows the old recipes
- Tue Aug 30, 2016 8:07 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343992
Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.0
so I've made a table and it turns out that to make 1 plastic your way it requires: 68.28 of work + 2 stone + 1.2 gas + 25 wood. While vanila is: 0.5 of work + 0.5 of coal + 1.5 of gas. Considering that coal is virtually unlimited with your mod (if you're using tier 2 wood processing, which requires ...
- Mon Aug 29, 2016 10:14 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 320835
Re: [MOD 0.13.x] WaiTex 1.1.0: A HD Texture Pack
walking into a forest makes my computer spit blood.. is there a 0.13 version without tree changes? also dead biter/base bodies... or is there a way to make them despawn faster?
- Fri Aug 26, 2016 11:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 299150
Re: [MOD 0.12.x] Landfill (2.1.7)
how to access the terraform tools? I can only see the bomb and water-be-gone..
also why is the bomb so expensive, you're just digging a well...
also why is the bomb so expensive, you're just digging a well...
- Fri Aug 26, 2016 11:54 am
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 75914
Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
update for 0.13 pls