Search found 19 matches

by T__C
Sun Mar 14, 2021 9:27 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 48285

Re: Industrial Revolution 2 discussion

What is the "generator manager"? The "Burner generator equipment" description says "The generator manager (see quickbar) can automatically top up equipment fuel slots using matching items from your inventory." However, when I look at the quickbar, I see nothing which fi...
by T__C
Wed Apr 22, 2020 6:19 am
Forum: Gameplay Help
Topic: How do I make a blueprint?
Replies: 3
Views: 1221

Re: How do I make a blueprint?

Thank you. It looks like Alt-B works, but the "New blueprint" button isn't available until I've researched some technology.
by T__C
Wed Apr 22, 2020 5:21 am
Forum: Gameplay Help
Topic: How do I make a blueprint?
Replies: 3
Views: 1221

How do I make a blueprint?

How do I make a blueprint? I'm playing on version 0.18.19.
by T__C
Fri Mar 20, 2020 10:48 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90167

Re: Friday Facts #339 - Beacon HR + Redesign process

I have a suggestion which I haven't seen mentioned here yet: Why don't you come up with an explanation for how the beacon actually works, then build its design around that? If the beacon works by constantly analyzing the manufacturing process, eking out productivity gains through opportunistic adjus...
by T__C
Sat Jan 04, 2020 5:53 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358971

Re: [MOD 0.17] Industrial Revolution

nosports wrote: ↑
Sat Jan 04, 2020 5:36 pm
Did you also incude a generator and some fuel into your amor ?
That's what I was missing! Thanks.
by T__C
Sat Jan 04, 2020 5:15 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358971

Re: [MOD 0.17] Industrial Revolution

How does the clockwork punkbot work? I put a bronze roboport equipment in my heavy armor and I built a clockwork punkbot, but I can't figure out how to make the robot do anything. I've used blueprints to mark items for construction and I've used the deconstruction planner to mark items for removal, ...
by T__C
Fri Sep 06, 2019 7:03 am
Forum: Ideas and Requests For Mods
Topic: Is there a mod to prevent inserters from chasing items?
Replies: 2
Views: 1138

Is there a mod to prevent inserters from chasing items?

In the Friday Facts #309 , one of the controversial opinions presented was that "Inserters should not chase items". I am interested in trying the game with no-chase behavior; I think it would be fun to explore the implications. Is it possible for a mod to suppress (or to simulate the suppr...
by T__C
Sat Aug 10, 2019 10:56 pm
Forum: Multiplayer
Topic: Licensing for Multiplayer - Clarification Questions
Replies: 3
Views: 2694

Licensing for Multiplayer - Clarification Questions

I want to play a game with my three nieces and nephew. They don't have Factorio licenses. To get them licenses, I must create four new accounts and buy Factorio under each account, right? If instead I buy four new copies under my account, that would be a mistake, because even though I might technica...
by T__C
Tue Jul 30, 2019 4:29 pm
Forum: Multiplayer
Topic: I've never played multiplayer. I have some basic questions...
Replies: 7
Views: 4001

Re: I've never played multiplayer. I have some basic questions...

Thanks for all the suggestions. I will definitely check out the evolution mods and the Todo List Mod. I'm getting an idea of how this will play out: I can confidently predict that my nephew will just want to drive around and shoot bugs, so I'll put him in charge of defense. One of my nieces is an el...
by T__C
Tue Jul 30, 2019 4:45 am
Forum: Multiplayer
Topic: I've never played multiplayer. I have some basic questions...
Replies: 7
Views: 4001

Re: I've never played multiplayer. I have some basic questions...

Thank you for the advice. This is starting to look like a feasible plan.

-TC
by T__C
Tue Jul 30, 2019 2:13 am
Forum: Multiplayer
Topic: I've never played multiplayer. I have some basic questions...
Replies: 7
Views: 4001

I've never played multiplayer. I have some basic questions...

My family gets together many times each year, and I'm always looking for fun new things we can do as a group. I got the idea that we could play Factorio together in multiplayer mode. However, I have never played multiplayer mode, so I need to do some research first. (Please forgive me if these are d...
by T__C
Fri Jul 19, 2019 3:39 am
Forum: Off topic
Topic: What is a chargeback fee?
Replies: 18
Views: 13781

Re: What is a chargeback fee?

slipperycheeze, I appreciate your effort to clarify the system, but I think you've focused on the chargeback, while my ignorance was mostly about the chargeback fee. To paraphrase my understanding: The chargeback makes whole all the agents in the payment chain. Wube does not lose money on the charge...
by T__C
Fri Jul 19, 2019 1:42 am
Forum: Off topic
Topic: What is a chargeback fee?
Replies: 18
Views: 13781

Re: What is a chargeback fee?

Thank you for the explanation.

-TC
by T__C
Fri Jul 19, 2019 12:50 am
Forum: Off topic
Topic: What is a chargeback fee?
Replies: 18
Views: 13781

Re: What is a chargeback fee?

Thank you for the reply, but it is still not clear who is paying a fee to whom. Are you saying that when a payment for Factorio is found to be fraudulent, the Factorio team must pay a fee to its own bank?

-TC
by T__C
Thu Jul 18, 2019 11:34 pm
Forum: Off topic
Topic: What is a chargeback fee?
Replies: 18
Views: 13781

What is a chargeback fee?

The latest Friday Facts mentions "chargeback" and "chargeback fee". What are those? More specifically, who pays a fee to whom? I couldn't figure it out from the context, and I'm not familiar with the industry.

-TC
by T__C
Wed Apr 24, 2019 5:12 am
Forum: General discussion
Topic: Do inserters extend/retract unnecessarily?
Replies: 0
Views: 820

Do inserters extend/retract unnecessarily?

I'm trying to get precise behavior out of some inserters, but my timing is off by a little bit, and I'm trying to figure out why. I think I know the answer, but I want to check with the experts here to see if I am correct. My theory: When an inserter is idle, it extends/retracts its arm to a neutral...
by T__C
Sun Mar 10, 2019 3:22 pm
Forum: Questions, reviews and ratings
Topic: Looking for content adding mods without tiers grind
Replies: 8
Views: 2867

Re: Looking for content adding mods without tiers grind

On the other hand, the Angel's mods replace iron and copper ores with several bogus fantasy ores, and that's a turn off for me, so on balance I'd say I give no recommendation for those Angel's mods. AFAIK, you can also play Angel's mods without Bob's Metals, Chemicals and Intermediates - this will ...
by T__C
Sun Mar 10, 2019 3:21 pm
Forum: Questions, reviews and ratings
Topic: Looking for content adding mods without tiers grind
Replies: 8
Views: 2867

Re: Looking for content adding mods without tiers grind

wvlad,

Thank you for the suggestions. In particular, I like the sound of Robot Army and Recursive Blueprints. I'll try them when I can.

I've been exploring Logistic Carts today. I like it so far.

-TC
by T__C
Sat Mar 09, 2019 11:51 pm
Forum: Questions, reviews and ratings
Topic: Looking for content adding mods without tiers grind
Replies: 8
Views: 2867

Re: Looking for content adding mods without tiers grind

wvlad, I have the same question. Would you mind sharing your notes about which mods, in your opinion, add interesting new stuff and new mechanics? I played through an earlier version of the game with Logistic Train Network and Bob's Adjustable Inserters. Ostensibly, those mods just make it easier to...

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