Search found 1067 matches
- Tue Mar 03, 2015 3:10 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Void chests
- Replies: 4
- Views: 5344
Re: [Idea] Void chests
Already existed, and exactly what you asked for: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8920 https://forums.factorio.com/forum/viewtopic.php?f=14&t=8392 Alternative approaches that are more realistic: https://forums.factorio.com/forum/viewtopic.php?f=14&t=4973 https://for...
- Tue Mar 03, 2015 3:00 am
- Forum: Ideas and Suggestions
- Topic: Biter Queens and Ultra Queen
- Replies: 10
- Views: 5200
Re: Biter Queens and Ultra Queen
Seems better suited for a mod, since there are few elements in common with the stock game.
- Tue Mar 03, 2015 2:56 am
- Forum: General discussion
- Topic: Meaning of campaign difficulty levels
- Replies: 1
- Views: 4525
Re: Meaning of campaign difficulty levels
AFAIK, the number or enemies and the size of resources, based on the editor's interface last time I used it (couple major versions ago), but that could have changed. I'd be surprised though, since, for the most part, the campaign is still the same it was back then. The enemy numbers are generally mo...
- Mon Mar 02, 2015 9:06 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 189741
Re: [MOD 0.11.5+] Cursed Exp - v0.1.12
How walls will work? Yep, wall works 100%, the gate (added after finish the wall, my bad, now i'll rewrite a lot of code) work 20% (can "set" a gate, but i haven't a entity without collision and with fluids) They were asking how you set up the walls and how to use them. Good to know the w...
- Mon Mar 02, 2015 1:22 am
- Forum: Balancing
- Topic: Normal Oil Settings
- Replies: 22
- Views: 20730
Re: Normal Oil Settings
Speed modules deplete the level faster than normal, production modules slower.
Over any timeframe of actual use (more than an hour or two) both end up at 0.1 and the speed module makes up the ground it lost.
Your figures depend on the oil levels remaining the same, or at least in sync.
Over any timeframe of actual use (more than an hour or two) both end up at 0.1 and the speed module makes up the ground it lost.
Your figures depend on the oil levels remaining the same, or at least in sync.
- Fri Feb 27, 2015 8:31 am
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 11802
Re: How do you untick the deconstructive blueprints?
Huh. Well then, TIL.
- Fri Feb 27, 2015 5:41 am
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46469
Re: SmartTrains 0.2.0 [0.11.5+]
If you hit it, then you must post the save in the "Show your creations" forum, as that would be comparable to the highest amounts yet reported functioning. At least, of those operating on the same rail line.
- Fri Feb 27, 2015 3:40 am
- Forum: Balancing
- Topic: Normal Oil Settings
- Replies: 22
- Views: 20730
Re: Normal Oil Settings
Didn't use them, used storage tanks.
If I had taken SS of it, they would've been posted. And if not, I probably would've cleared them out by now
If I had taken SS of it, they would've been posted. And if not, I probably would've cleared them out by now
- Fri Feb 27, 2015 3:37 am
- Forum: Gameplay Help
- Topic: How do you untick the deconstructive blueprints?
- Replies: 24
- Views: 11802
Re: How do you untick the deconstructive blueprints?
Not a mass deconstruction, no.
- Wed Feb 25, 2015 5:31 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 189741
Re: [MOD 0.11.5+] Cursed Exp - v0.1.12
If you were asking what you can use the cursed donation for (as I imagine, since it's non-obvious), you hold it and click on a cursed tank to deposit the donations.
- Sun Feb 22, 2015 1:41 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 213766
Re: [0.11.x] Uranium Power
Well, everything regarding the controls on a NPP can be automated, since all adjustments are based on instrument feedback, from control rod adjustments to a full shutdown for refueling and coolant flushing. ;) I'm sure that a tech-level that has iron and copper ore go in one end and everything from ...
- Sun Feb 22, 2015 12:36 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 213766
Re: [0.11.x] Uranium Power
I was wondering when that was gonna happen. Good to know you're in agreement, and I'm glad he's been supportive of your work. :) Oh, and thanks for pointing out NPS. After overcoming a failure in the heat exchanger, I'm currently running above optimum output, and seeing over 10k revenue per hour. 0 ...
- Sat Feb 21, 2015 11:48 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 213766
Re: [0.11.x] Uranium Power
Well, it is physically (as in physics) possible to fuse Uranium... not remotely economical or reasonable, probably not even possible with our current technology, but there's no reason to believe it can't be done.
- Sat Feb 21, 2015 9:48 pm
- Forum: Mods
- Topic: [MOD 11.16] The "No Crafting Challange" Mod 0.2.3
- Replies: 14
- Views: 29936
Re: [MOD 11.14] The "No Crafting Challange" Mod 0.2.2
Well this is neat. Haven't played yet, but definitely going on the to-do list for .12 Question though, why does the steam package have a mining drill and not the solar package? Better yet, why doesn't the standard package have it instead? It's spelled further, btw. Totally random is not a good idea ...
- Sat Feb 21, 2015 6:04 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 213766
Re: [0.11.x] Uranium Power
I think there's a good deal of misinformation behind this suggestion on the mechanics. That, and/or you're purposefully aiming at using obsolete reactor setups based on faulty understanding of nuclear decay. Factorio's civilization is pretty far advanced in terms of technology, and I'm sure they're ...
- Sat Feb 21, 2015 5:55 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 546940
Re: Let's see your clever builds
Wagon Sorter Well now that's an unusual setup. Would come in handy if you don't have smart inserters available until long after trains are running, though I'm not sure that's a particularly valid stipulation. Definitely functional, but I wonder if there's a problem with the lack of speed from havin...
- Sat Feb 21, 2015 5:43 pm
- Forum: Videos
- Topic: Xterminator vs. FishSandwich! A PvP style Youtube series
- Replies: 107
- Views: 31492
Re: Xterminator vs. FishSandwich! A PvP style Youtube series
Probably unwelcome (due to lack of microphone), but I'll put my name in the hat as a participant for the next round.
- Fri Feb 20, 2015 7:25 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 213766
Re: [0.11.x] Uranium Power
All the info you guys are looking for is in fatmice's main post:
https://forums.factorio.com/forum/vie ... 160#p66749
https://forums.factorio.com/forum/vie ... 160#p66749
- Wed Feb 18, 2015 3:43 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 158838
Re: [0.11.11+] FARL 0.1.8 (Rail Layer)
As I've no idea what the code for either mod looks like, this is a rather wild guess, however:
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
Assuming the power rails have the same dimension as the normal ones, wouldn't a tick box in a gui to change the name of a variable that represents the rail item/entity be effective?
- Wed Feb 18, 2015 6:51 am
- Forum: Mods
- Topic: [011.0 +] Biter Bites
- Replies: 11
- Views: 10953
Re: [011.0 +] Biter Bites
Or... you could get all gruesome with it and make recipes that do use meat on an automated level :P And the decaying is a big part of this particular mod. No "magic meat" clutter. But as is, it's not a real issue. My initial inquiry (months ago) was an interest in setting up the meat in an...