Search found 20 matches
- Mon Aug 22, 2016 8:52 pm
- Forum: Texture Packs
- Topic: [Closed] Wood/Glass bioreactor
- Replies: 2
- Views: 3302
Re: [Closed] Wood/Glass bioreactor
That is very good. It matches the theme very nicely. Thank you!!
- Thu Aug 18, 2016 8:48 am
- Forum: Texture Packs
- Topic: [Closed] Wood/Glass bioreactor
- Replies: 2
- Views: 3302
[Closed] Wood/Glass bioreactor
Hi, I made the BioTech mod (https://mods.factorio.com/mods/SlopppyEngineering/BioTech) but it was pointed out to me I should not use the bioreactor and a few other graphics. I replaced the other graphics. I thought it was under MIT license. My bad. But I can't replace the bioreactor, that's beyond m...
- Thu Aug 18, 2016 8:24 am
- Forum: Ideas and Suggestions
- Topic: Bio-based chemical feedstocks
- Replies: 6
- Views: 4063
Re: Bio-based chemical feedstocks
I was thinking along those lines, so that became the BioTech mod: https://mods.factorio.com/mods/SlopppyE ... ng/BioTech
- Thu Aug 18, 2016 8:15 am
- Forum: Ideas and Requests For Mods
- Topic: Request for a oil mod
- Replies: 3
- Views: 1907
Re: Request for a oil mod
In the BioTech mod you can create oil from sunlight. It does take massive amounts of space though.
- Sun Jan 25, 2015 3:36 am
- Forum: Show your Creations
- Topic: Pre-Fab
- Replies: 2
- Views: 6036
Pre-Fab
http://i.imgur.com/citfbDW.jpg This is the closest I got to a base built as much as possible with blueprints. I have used blueprints for all parts of the tracks, each part filled with a robo-port, solar and accumulators. Automatically hooks everything up. There is a blueprint for Train straight, ro...
- Fri Jan 23, 2015 11:47 am
- Forum: Show your Creations
- Topic: Derpy oil...
- Replies: 9
- Views: 10580
Re: Derpy oil...
I personally prefer an oil layout like this:
It's very easy to expand and just looks nice.
It's very easy to expand and just looks nice.
- Fri Jan 23, 2015 11:35 am
- Forum: Show your Creations
- Topic: Expansion automation setup
- Replies: 1
- Views: 4856
Re: Expansion automation setup
It's better to have two provider chests, as one assembler can fill the chest and not leave room for the other one. This setup is great but too slow for large volume items, like science packs and circuits. But it works great for everything else like ammo, rails, rail signals, ... It's a perfect setup...
- Thu Dec 11, 2014 2:21 pm
- Forum: Ideas and Suggestions
- Topic: trash bins
- Replies: 11
- Views: 6669
Re: trash bins
YES thats an awesome idea and you can melt it down in to something more use full? like you would need a lot of scrap (when you research it it will be less) like maybe 100 scrap to be 1 metal or something cause i have so much junk i collect I much rather have a science labs that take in the differen...
- Tue Nov 04, 2014 9:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Underground wires
- Replies: 13
- Views: 7693
Re: Underground wires
Would it not be easier to just add electrification to the belts, so in fact a standard conveyor belt with build in (underground) cables? Much easier to make and it keeps a clean look.
- Sun Sep 07, 2014 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 17138
Re: Disassembly Machine/disposing items/Incinerator/Recyling
It seems useful to reduce pollution. You already have modules to make things go faster, more productive and more efficient. In the same way it would be possible to have modules with scrubbers that reduce pollution at the cost of energy and recycling (at the cost of energy and fabrication speed) that...
- Sun Sep 07, 2014 8:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Recycle/landfill(dump) mod request
- Replies: 1
- Views: 2941
Re: Recycle/landfill(dump) mod request
As it is now in the current game play, it would be easier for factories and research centers to burn their waste thus creating more pollution. You could research modules to lower pollution with scrubbers (at the cost of energy) or to have full recycling of waste (at the cost of speed and energy) tha...
- Mon Jun 09, 2014 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 6693
Re: [0.10.0] bad allocation
I have the same issue. Savegame with a lot of hours from the previous version cannot be saved in 10.0
I did get to save it one time by loading the autosave and saving that under a new file name.
I did get to save it one time by loading the autosave and saving that under a new file name.
- Mon Mar 04, 2013 8:20 pm
- Forum: Ideas and Suggestions
- Topic: [suggestion] Laser gun
- Replies: 6
- Views: 15968
Re: [suggestion] Laser gun
In the free play they have these rocket guard towers. Certain death to get near and the range of their rockets is bigger than your rockets.
Only solution so far: take the car and crash it into the turrets and run like hell.
Only solution so far: take the car and crash it into the turrets and run like hell.
- Mon Mar 04, 2013 1:34 pm
- Forum: Ideas and Suggestions
- Topic: [suggestion] Laser gun
- Replies: 6
- Views: 15968
[suggestion] Laser gun
The critters have these rocker defense towers I can't get near. A laser gun with a large range would be nice to take those out. It is the logical next step. Powered by batteries that have to be produced of course. Maybe rechargeable batteries with a charging station?
- Mon Mar 04, 2013 1:27 pm
- Forum: Ideas and Suggestions
- Topic: [Idea] Crates
- Replies: 18
- Views: 15244
Re: [Idea] Crates
I was thinking more about automated forklifts or trucks with a crane that can pick up a lot more stuff and move it around on a road with two lanes so twice the size of a normal conveyor. It would use the normal provider - request chests to load and unload.
- Mon Mar 04, 2013 1:08 pm
- Forum: Implemented Suggestions
- Topic: [Idea] Advanced Metal Smelting
- Replies: 5
- Views: 9011
Re: [Idea] Advanced Metal Smelting
You could use buckets of molten metal that are transported on the standard belts. That's a bit more in line with the rest of the game.
But I would be happy with something like an induction furnace so you can power whole sites for making metals on solar and wind.
But I would be happy with something like an induction furnace so you can power whole sites for making metals on solar and wind.
- Mon Mar 04, 2013 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
- Replies: 33
- Views: 31411
Re: Recycler
I often wondered why there is no waste. For coal I understand. It gets burned. But I mean, you have this tons of iron and copper disappearing in the research facilities. At a certain point you have to wonder if they don't produce leftovers that have to be removed (manually in the beginning or automa...
- Mon Mar 04, 2013 12:20 pm
- Forum: Implemented Suggestions
- Topic: Only for assembling machine !!!
- Replies: 15
- Views: 11956
Re: Only for assembling machine !!!
I like the crafting ammo while on route.
But you could make it still an option in research. "Portable fabricator" perhaps.
But you could make it still an option in research. "Portable fabricator" perhaps.
- Mon Mar 04, 2013 10:25 am
- Forum: Implemented Suggestions
- Topic: Pavement
- Replies: 10
- Views: 5829
Re: Pavement
I was thinking more of a road usable for automated fork lifts. Jumping directly to flying saucers is a bit of a stretch for me. They could come later in the game to upgrade the fork lift system?
- Mon Mar 04, 2013 10:13 am
- Forum: Outdated/Not implemented
- Topic: FENCESSSS
- Replies: 6
- Views: 9667
Re: FENCESSSS
I used pipes to make a wall against the creepers to make a sort of tower defense like maze. But I was thinking about walls. There is stone as a resource that's almost never used except for some burners. Why not use it to build fortified walls with gates that open for the player and for the transport...