Search found 47 matches
- Fri Nov 11, 2016 6:41 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 108363
Re: Friday Facts #164 - Nuclear power
The change made to boilers gives me hope to see an electric boiler one day, since it better suits the latter one's operation terms. Your comment confuses me. Like a circle: The energy I produced will be used to produce energy. To me, it only makes sense, if the solars could be used to heat water, t...
- Fri Nov 11, 2016 6:14 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 108363
Re: Friday Facts #164 - Nuclear power
The change made to boilers gives me hope to see an electric boiler one day, since it better suits the latter one's operation terms. Also, if you're going to introduce exploding nuclear reactors, I'd like to have this available aswell: 1. A way to decontaminate the irradiated area (preferably in a se...
- Sat Oct 29, 2016 8:55 am
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64466
Re: Friday Facts #162 - Theme Art Again
I wouldn't just take artifacts out of the game, let alone biters (who would want to play in an absolutely safe world anyway? That's boring). Alien artifacts could be used to make stationary fusion reactors, the cost could be 100 artifacts per 1 MW of stable power output, day and night. Also using ar...
- Fri Oct 07, 2016 11:18 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 105886
Re: Friday Facts #159 - Research revolution
Alright, with so many people supporting the science change, I'm going to be the one arguing against it. The reason for this is that science becomes overcomplicated, too time-consuming to settle and thus unfun. Currently I have a well-established science factory build with 20 labs and 60 or so assemb...
- Thu Sep 15, 2016 9:12 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 92174
Re: Circuit network features for 0.15
I don't know if this has been posted there yet or not, but I really hope to see some improvement to setting inserter filters via circuit network. You see, when I set filters for inserter, I also expect it to pick items no more than needed, not determined exclusively by inserter stack bonus. Without ...
- Fri Sep 09, 2016 6:39 pm
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 32388
Re: Friday Facts #155 - Settling into fall
Hm. New pump definitely looks amazing, but as it's 2x1 tiles now, can we paste it on regular pipes as with earlier pump?
- Thu Sep 08, 2016 5:34 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 121555
Re: [MOD 0.12.12+] Research queue 1.2.6
Thanks, that helped. Still, it's strange that there's no such option in config.lua.Nexela wrote:/c remote.call("RQ","popup",false)
- Tue Sep 06, 2016 8:18 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 121555
Re: [MOD 0.12.12+] Research queue 1.2.6
This mod is a great help, and it would be perfect if Factorio were only about building. But since there are biters, I say this: RQ window popping up on completing research queue is the last thing I need during biter nests clearing. I'm sure many people could tell the same.
- Sun Sep 04, 2016 4:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fast Filter Fill
- Replies: 19
- Views: 32113
Re: [MOD 0.12.x] Fast Filter Fill
I managed to make this work in 0.13.20. It supports not only cargo wagons, but also cars and tanks now. This should do while the author is elsewhere.
Download link: https://www.dropbox.com/s/ibuwyqmap2if3 ... 2.zip?dl=0
Download link: https://www.dropbox.com/s/ibuwyqmap2if3 ... 2.zip?dl=0
- Sat Sep 03, 2016 12:03 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302204
Re: [MOD 0.12.35|0.13] SmartTrains 1.0.0
Hello, I'd like to report a bug. Was playing at my world on Factorio 0.13.20 with SmartTrains never active in this world before. I had saved while still being in the car, then installed SmartTrains 1.0.1 and loaded that save, and upon pressing B to get out of car, prior to returning to the menu I ge...
- Wed Aug 31, 2016 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Distribution of repair packs all over the base
- Replies: 8
- Views: 4009
Re: Distribution of repair packs all over the base
Well if you think that its so important to have them spread (in my opinion thats overengineering) then just use provider chests, robots can grab from them easy. Make a train or belt them near the edges so it will supply them. From my experience, using provider chests with requesters to get repair p...
- Tue Aug 30, 2016 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Distribution of repair packs all over the base
- Replies: 8
- Views: 4009
Re: Distribution of repair packs all over the base
A really easy solution I found for this problem is to just set up a requester chest for repair packs and put it with an inserter next to every roboport that way all roboports stay full all the time. You see, that's the problem. Now that repair kits stack to 100, all my roboports are gonna be filled...
- Mon Aug 29, 2016 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Distribution of repair packs all over the base
- Replies: 8
- Views: 4009
Distribution of repair packs all over the base
Currently roboports send number of robots in the network, and while this feature is cool, I could live without it (wouldn't want to, but still). Distribution of repair packs to roboports is much more crucial, but we can't do it since roboports only output robot counts. So I suggest that roboports al...
- Sat Aug 27, 2016 10:30 am
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61618
Re: Version 0.14.0
Modding Added support for equipment grids in cars, tanks, locomotives, and cargo wagons. So, can I put fusion reactors into my locomotives and make them ride with no fuel? Also having personal roboports in trains is gonna accelerate outpost construction tremendously. :D
- Fri Jul 01, 2016 4:52 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30704
Re: Version 0.13.2
I hope you take this into consideration for fixing in the next release: Terrain Generation in 0.13.1 . The problem is that water generation is very edgy, and with "water only in starting area" setting water is still generated all over the world. Terrain segmentation also seems nonfunctiona...
- Mon Jun 27, 2016 6:56 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 194821
Re: Version 0.13.0
BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive!
- Mon Jun 27, 2016 6:40 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 194821
Re: Version 0.13.0
Great, time for building truly autonomous outpost maintenance has finally come!
- Sun Jun 26, 2016 12:15 am
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 50403
Re: Friday Facts #144 - The gfx report
Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing.
- Wed Jun 01, 2016 8:47 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 62486
Re: Friday Facts #140 - Soon
...Not sure exactly what is going on with the train station... It's that a single inserter can pickup different items from the train (be it walls, belts, etc) in amounts specified in constant combinators (those work as filters). Three questions to the given picture: - why is the red wide connected ...
- Tue May 31, 2016 11:48 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 62486
Re: Friday Facts #140 - Soon
...Not sure exactly what is going on with the train station... It's that a single inserter can pickup different items from the train (be it walls, belts, etc) in amounts specified in constant combinators (those work as filters). Arithmetic combinator multiplies amount of items already in storage by...