Search found 1067 matches

by n9103
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...
by n9103
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.
by n9103
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...
by n9103
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...
by n9103
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.
by n9103
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.
by n9103
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.
by n9103
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 :P
by n9103
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.
by n9103
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.
by n9103
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 ...
by n9103
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 ...
by n9103
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. :P
by n9103
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 ...
by n9103
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 ...
by n9103
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...
by n9103
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.
by n9103
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
by n9103
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?
by n9103
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...

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