Search found 72 matches
- Sun Feb 19, 2017 12:09 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 133455
Re: [MOD 0.14.21] ShinyBob_v0.14.10
Yeah I think all the graphics can be disabled this way, been playing with such a config now. But you still get updated icons even though the graphics themselves don't get updated, which can get confusing.
- Sat Feb 18, 2017 3:32 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 133455
Re: [MOD 0.14.21] ShinyBob_v0.14.10
I really love the re-organizing of the menus done by the mod, but I'm not personally a fan of the vibrant colors. Is there any chance I can disable all the graphic changes and just use the re-organized menus offered by the mod? Looked through the config file and there are a lot of options but I don'...
- Sat Feb 18, 2017 2:38 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 287407
Re: [Mod 0.14] Logistic Train Network 0.9.2
This looks like a mod that would really help with my train issues. But I was a bit confused by the description, with those combinators and whatnot, so I'm not sure exactly what the mod does? I'd like to have a single unloading ("depot?") station in my base, and multiple mining outposts fee...
- Sat Feb 18, 2017 2:30 pm
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 13842
Re: Using trains to transport resources that are getting low?
@Bushdoctor I usually put active provider chests at the unloading station, and store the contents in storage chests, so I think just connecting the roboport could work pretty well. I think I'm getting a more clear picture now of how it can be done. However, I still find it very much not worth it to ...
- Sat Feb 18, 2017 9:54 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 201576
Re: Support - Uranium Power
As mentioned earlier, the rod decay is distributed between the rods randomly, so some rods may decay faster than others but overall it will be slower. Now considering you want to isolate a reactor for the express purpose of burning rods, I'd suggest adding this mod. https://mods.factorio.com/mods/b...
- Fri Feb 17, 2017 10:58 pm
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 13842
Using trains to transport resources that are getting low?
The changes to trains in the last few patches have made them pretty useful and I have started using them a lot more often, especially when playing with RSO. However, there is one problem; I don't know how to automate the process of altering a train's schedule based on how much resources you have in ...
- Fri Feb 17, 2017 10:09 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 201576
Re: Support - Uranium Power
Hey, if it's taking a few hours to have several dozen nukes then it's perfectly fine. Our small reactor has been running for days and none of our rods are even budging below 90%. So we must be doing something wrong. I'd just like to be able to try one nuke before we get to the end of the game. Hence...
- Fri Feb 17, 2017 10:45 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 201576
Re: Support - Uranium Power
I'd like to know how you got them to deplete within a minute. ;) I'm not really sure. First I was using a 4.7% rod, left it in the reactor for a good while and it was still 98-99% when I got back. Then I took it out and put a 1.7% rod in there to see if it decays any faster, then a few minutes late...
- Thu Feb 16, 2017 10:09 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 201576
Re: Support - Uranium Power
I've got a question - how are you supposed to get depleted fuel rods? I've put some fuel rods in my reactors and in a few cases they got depleted pretty much within a minute, but the new batch I have placed have lasted days and still above 90%. We've tried 4.7% as well as 1.7% rods. We just can't ge...
- Fri Feb 10, 2017 10:44 am
- Forum: Balancing
- Topic: Fluids and Defence Balance
- Replies: 4
- Views: 1867
Re: Fluids and Defence Balance
I think this is an intentional part of gameplay balance. The advanced oil processing research is meant to help with this, with the new recipe as well as the cracking. Then you can take it one step ahead with the circuit network additions, and have power switches control the fluid balances to get a s...
- Thu Feb 09, 2017 8:20 am
- Forum: Mods
- Topic: [MOD 0.14.X] Obuw's Warfare (Combat Revamp)
- Replies: 2
- Views: 3524
Re: [MOD 0.14.X] Obuw's Warfare (Combat Revamp)
Gave this a fair shake and while the changes seem cool, I'm just curious to know a couple things. 1. Why separate turret ammo from regular ammo? It seems like an unnecessary change that just adds 2 more items in the combat tab to clutter and confuse the two. Plus no bob's ammo can be used, which is...
- Wed Feb 08, 2017 11:16 pm
- Forum: Mods
- Topic: [MOD 0.14.X] Obuw's Warfare (Combat Revamp)
- Replies: 2
- Views: 3524
[MOD 0.14.X] Obuw's Warfare (Combat Revamp)
Obuw's Warfare Description: Rebalances the core weapons of the game to make combat more engaging and fun. The pistol and the submachine gun shoot projectiles, rockets are actually useful, vehicles have extra weapons, modular equipment is rebalanced, and so on. Full list of changes below. http://www...
- Tue Jan 31, 2017 3:25 pm
- Forum: Balancing
- Topic: Actual victory pole
- Replies: 8
- Views: 3728
Re: Actual victory pole
Interesting, so there was some code preventing aliens from settling near your power poles, and now it has been removed? So aliens can randomly spread to areas near your power poles and inadvertently attack them now? Putting laser turrets near every single power pole is obviously not realistic, and t...
- Tue Jan 31, 2017 3:16 pm
- Forum: Balancing
- Topic: Have Energy Shields been buffed?
- Replies: 8
- Views: 3190
Re: Have Energy Shields been buffed?
Well, I did a diff of the v12 and the v14 files, and it looks like pretty much everything was multiplied by 10x, but the batteries were multiplied by 200x. The changes could have been over several patches but the end result is a 20x buff to batteries from v12 to v14. I feel their values could be cut...
- Sun Jan 29, 2017 11:28 am
- Forum: Balancing
- Topic: Have Energy Shields been buffed?
- Replies: 8
- Views: 3190
Re: Have Energy Shields been buffed?
Hey, thanks for the reply! Could you confirm if they were buffed 2x or 20x? (Since a lot of other stuff have had their numbers changed 10x in the same patch I think). If they really were buffed by 20x while everything else remained the same that's a pretty insane buff! I do agree they were pretty we...
- Sat Jan 28, 2017 9:39 pm
- Forum: Balancing
- Topic: Flamethrower Balance
- Replies: 5
- Views: 2270
Re: Flamethrower Balance
Rockets was never a way. They're the most longstanding underpowered crap the game has. And devs promised to fix that in the next version. However, speaking of flamethrower, it indeed brings mixed feelings. When you first come out with it, the provided power is overwhelming, turret creep is obsolete...
- Sat Jan 28, 2017 4:45 pm
- Forum: Balancing
- Topic: Have Energy Shields been buffed?
- Replies: 8
- Views: 3190
Re: Have Energy Shields been buffed?
Oh, I thought it was just a visual change, just to multiply all the equipment mW values by 10. I guess I must have missed that batteries were actually buffed beyond that.
I wonder why they felt they needed to give batteries such a massive buff?
I wonder why they felt they needed to give batteries such a massive buff?
- Sat Jan 28, 2017 4:42 pm
- Forum: Balancing
- Topic: Flamethrower Balance
- Replies: 5
- Views: 2270
Re: Flamethrower Balance
Thanks for the input. I don't really like the "the game is hard so OP flamethrower is ok" argument. For instance, would you consider them balanced compared to, say, rockets? Since you can kill big worms with a flamethrower easily just by spraying a tiny speck of fuel on each big worm, whil...
- Sat Jan 28, 2017 1:42 pm
- Forum: Balancing
- Topic: Have Energy Shields been buffed?
- Replies: 8
- Views: 3190
Have Energy Shields been buffed?
One thing I noticed in my latest v14 game (upgrading from v12), is that once I got myself some modular armor and energy shields, I became completely impervious to damage from small-medium biters, spitters and worms. I can now literally stand in the middle of a nest full of small biters/spitters/worm...
- Sat Jan 28, 2017 1:24 pm
- Forum: Balancing
- Topic: Flamethrower Balance
- Replies: 5
- Views: 2270
Flamethrower Balance
Hello all, I have recently decided to play another game of Factorio to check out the latest changes, and upgraded to v14 from v12. And throughout the game, the most significant change I have noticed is the new insanely powerful flamethrower. First of all, the damage it deals is leaps and bounds beyo...