Belt Immunity should be called the Belt Motion Compensator. Or any other name, but not Belt Immunity.
Absolutely love the idea, tho. Good job.
Search found 57 matches
- Fri Aug 17, 2018 3:37 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 53121
- Fri Jul 06, 2018 6:39 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 62472
Re: Friday Facts #250 - Dead end conclusion
I have to reiterate, have you considered a solution like the one presented in the Reddit thread https://www.reddit.com/r/factorio/comments/8w3sir/my_shitty_mockup_of_how_i_think_the_blueprint/ ? If so, what is the rationale against it and towards Proposal Zero? I know I would find the filesystem-lik...
- Mon Jul 11, 2016 12:29 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 28127
Re: Version 0.13.7
On the toroid there are only 8 directions you can go and return the destination point in one trip around the world[...] On the contrary, there are two "arounds" and you can pick a direction such that you get back to where you started after exactly the number you chose of "arounds&quo...
- Tue May 10, 2016 7:03 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 51380
Re: [0.12.x] [Library] Factorio Standard Library Project 0.4.0
Hi, just leaving a note to say thanks for your work
By the way, is there an easy way to trigger events on a clock? For example every sunset and so on...
By the way, is there an easy way to trigger events on a clock? For example every sunset and so on...
- Fri Feb 05, 2016 9:48 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 113210
Re: Friday Facts #124 - Steam Status I
"Do you like robots, mashines, and fings that move?"
Sorry, I just found it hilarious to watch that old trailer again
Sorry, I just found it hilarious to watch that old trailer again
- Fri Feb 05, 2016 8:13 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Void Chest
- Replies: 10
- Views: 20548
Re: [MOD 0.12.20] Void Chest
Would it be possible to make it empty itself only once per day?
[EDIT]
Did it myself. Still have to test it though.
[EDIT]
Did it myself. Still have to test it though.
- Fri Feb 05, 2016 6:30 pm
- Forum: Modding help
- Topic: Small attempt to fix a mod
- Replies: 9
- Views: 25006
Re: Small attempt to fix a mod
Sooo...
Is there any chance you'll be posting the fixed mod?
Is there any chance you'll be posting the fixed mod?
- Fri Sep 25, 2015 7:07 pm
- Forum: News
- Topic: Friday Facts #105 - The Grey Zone
- Replies: 48
- Views: 44754
Re: Friday Facts #105 - The Grey Zone
This here is some solid advice.
I wanted to give my own two cents but this guy up there just said everything I wanted to say and more, in a better way than I could have.
I wanted to give my own two cents but this guy up there just said everything I wanted to say and more, in a better way than I could have.
- Wed Sep 16, 2015 12:44 pm
- Forum: Mods
- Topic: [0.12.x]Hardcore Inventory [WIP]
- Replies: 10
- Views: 14035
Re: [0.12.x]Hardcore Inventory [WIP]
To be honest, just cutting inventory space is more of a pain than anything else. As the guy a couple of posts above me suggested, a "weight" mechanic might be better. Keep the inventory space, but if the player has more than x items on his character, then the more they have he more their w...
- Wed Sep 16, 2015 12:38 pm
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 17643
Re: [0.12.3+ WIP] Deep Ores
This looks really interesting. To be honest, I'd be OK with spread out, small fields: just have a train collect from multiples at a time. Unfortunately, I don't have the time to check it out right now. Also, you might consider moving this to the "complete" mods thread, since it only really...
- Wed Sep 16, 2015 12:33 pm
- Forum: Mods
- Topic: [0.12.0] Aircraft mod [WIP]
- Replies: 9
- Views: 21878
Re: [0.12.0] Aircraft mod [WIP]
Interestingly enough, the aircraft is still affected by the speed bonus/malus of concrete vs. desert.
- Wed Sep 16, 2015 12:25 pm
- Forum: Resource Spawner Overhaul
- Topic: Interesting Formations
- Replies: 3
- Views: 11436
Re: Interesting Formations
Aah, I thought they overrode each other. Here's the map exchange string: >>>AAAMAAcAAwADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl yb24tb3JlAwMCBQAAAHN0b25lAwMCKQK9HfULAACZYgAAAAAAAAAAAA ADAAZZYBc=<<< The patch can be found at around x = -2000, y...
- Wed Sep 16, 2015 11:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 82049
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Would it be possible to have a single slipstream chest item, configurable via UI?
Or even three chests with speeds that match the three tiers of belts. (10, 20, 30 items per second)
I find the current system needlessly fiddly.
Or even three chests with speeds that match the three tiers of belts. (10, 20, 30 items per second)
I find the current system needlessly fiddly.
- Sun Sep 13, 2015 2:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] More Weapon Research 0.1.0
- Replies: 7
- Views: 14287
Re: [MOD 0.12.x] More Weapon Research 0.1.0
Any way if making the flame move faster? I'm imagining research like "Flamethrower ejection speed" that gives extra range and extra self combusting insurance.
- Sun Sep 13, 2015 2:17 pm
- Forum: Resource Spawner Overhaul
- Topic: Interesting Formations
- Replies: 3
- Views: 11436
Interesting Formations
I'm starting this post to share interesting ore formations generated with RSO.
Here is mine: apparently, an iron patch generated over a stone patch that generated over a copper patch.
Will provide RSO settings and map exchange string if required.
Here is mine: apparently, an iron patch generated over a stone patch that generated over a copper patch.
Will provide RSO settings and map exchange string if required.
- Fri Sep 11, 2015 12:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] More Weapon Research 0.1.0
- Replies: 7
- Views: 14287
Re: [MOD 0.12.x] More Weapon Research 0.1.0
How about Flamethrower upgrades? As it is now, it's there but it's nearly useless.
I'd like it to have a use at least against swarms of low tier biters, or against nests.
I'd like it to have a use at least against swarms of low tier biters, or against nests.
- Wed Sep 09, 2015 4:13 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 61823
Re: [MOD 0.12.6]Useful Space Industry[0.1.5](14th August)
Wouldn't it make sense to just make it work like a solar panel, except through night too and at a variable production rate? (Relative to how many sats you have)
Or is that what you mean by "making it work like a boiler"?
Or is that what you mean by "making it work like a boiler"?
- Mon Sep 07, 2015 10:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Crafting Speed Research
- Replies: 22
- Views: 44932
Re: [MOD 0.12.x] Crafting Speed Research
Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...
Maybe power armor tools that do the same thing?
Maybe power armor tools that do the same thing?
- Wed Jul 22, 2015 6:40 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 196171
Re: Bob mods for 0.12
That would work too, yes. However as they are now they still fit the 3-2 setup for the vanilla greens.
Maybe substituting copper coils for basic components? I'm just throwing the suggestion out there, I don't have the actual recipes handy.
Maybe substituting copper coils for basic components? I'm just throwing the suggestion out there, I don't have the actual recipes handy.
- Wed Jul 22, 2015 6:15 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 196171
Re: Bob mods for 0.12
I'd say it's not the problem of logistics for me. It's usually the problem of being literally stuck in game - there is no way to progress further until you build all of this I agree! It's not the difficulty that puts me off, it's the difficulty spike . Everyhing before this point can be easily deal...