Search found 337 matches
- Thu Aug 06, 2015 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Don't replace healthy destroyer bots
- Replies: 4
- Views: 1384
Re: Don't replace healthy destroyer bots
Hmmmm, I personally rather not have a hard limit. I like to spam extra every now and then knowing that 10 bots are about to die. I rather have a army going into a fight rather than having half of them die at the start.
- Thu Aug 06, 2015 4:00 pm
- Forum: General discussion
- Topic: The Fighting Aspect
- Replies: 9
- Views: 12470
Re: The Fighting Aspect
For as annoying and boring it is to go out an kill biters just so that you can expand to that outppost....... the presence of the biters needs to be there. If they are too easy then whats the point in having them in the game. (Aka nuke) The behemoth biters definitely made it more annoying. But they ...
- Thu Aug 06, 2015 2:26 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302062
Re: [0.12.2+] SmartTrains 0.3.1
the latest update with the leave on full/empty is magnificent. I am able to tell trains to stay at a un/loading for 60-120 seconds, And leave when full. Which has opened up tons of new methods of building my yards. For example, I run a steam powered world. I need lots of coal. I have 7 trains unload...
- Wed Aug 05, 2015 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Burnouts
- Replies: 5
- Views: 2153
Re: Burnouts
I like the concept but i just cant see it working out. Especially for burner inserters when they are relied upon so much for my base and others. I run currently 56x14 burner inserters. I know will is about to have over 4.5k running in his base. Just uow often will this burnout occurr? Why should I t...
- Tue Aug 04, 2015 10:54 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38840
Re: Explain intersection based vs. loop based rail networks
Can you show us a 4 lane and 8 lane loop then gus? To increase throughput, some of us have started on 8 lane rail systems. I think what he means with lanes is the number of tracks. So a roundabout with 4 entrances/exits, where every entrance/exit has 4 lanes (2per direction). Guess he wants to see ...
- Tue Aug 04, 2015 4:19 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38840
Re: Explain intersection based vs. loop based rail networks
Can you show us a 4 lane and 8 lane loop then gus?
I would also prefer you to do heavy testing on it also but I mostly just want to see the loop/roundabout/rotary.
To increase throughput, some of us have started on 8 lane rail systems.
I would also prefer you to do heavy testing on it also but I mostly just want to see the loop/roundabout/rotary.
To increase throughput, some of us have started on 8 lane rail systems.
- Mon Aug 03, 2015 6:54 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 124057
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Green locomotive 03.png bottom 2 rows are... not green.
- Mon Aug 03, 2015 4:21 pm
- Forum: Gameplay Help
- Topic: Behemoth Biters?
- Replies: 8
- Views: 11223
Re: Behemoth Biters?
How many hours in the game are you?
I dont think I started seeing them until 40 hours. While I was killing a whole lot of them.
I dont think I started seeing them until 40 hours. While I was killing a whole lot of them.
- Mon Aug 03, 2015 12:54 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302062
Re: [0.12.2+] SmartTrains 0.3
YUS! been waiting for this for a longgg time.
EDIT:
After testing it with 24 trains in the network. It has worked flawlessly. (3 hour test)
When the trains update their schedule on the next station, i love the bright yellow text notifying me of it
EDIT:
After testing it with 24 trains in the network. It has worked flawlessly. (3 hour test)
When the trains update their schedule on the next station, i love the bright yellow text notifying me of it
- Sun Aug 02, 2015 4:14 am
- Forum: Ideas and Suggestions
- Topic: Setting new Station names
- Replies: 2
- Views: 961
Re: Setting new Station names
bobucles wrote:Scrolling through the station list, huh?
Wouldn't it be much easier to just click the station point on the big map?
Sorry, i edited my post to explain it a little more.
But its for setting the name of a new station/outpost.
- Sun Aug 02, 2015 1:27 am
- Forum: Ideas and Suggestions
- Topic: Setting new Station names
- Replies: 2
- Views: 961
Setting new Station names
When you put down a station, And when you go to rename the station. It would be nice if it auto scrolls as you type in a station name, to previous names you have already typed. So if type in COP, and i have a station named Copper 1. It should auto scroll down to that I have hundreds of station names...
- Sat Aug 01, 2015 6:52 am
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38840
Re: Explain intersection based vs. loop based rail networks
Yea.. your rails are way to close to each other, Need to be able to fit a roboport in between the rails. (space wise)
the deadlock you see, could have been avoidable. It wasn't a situation where it is always going to deadlock.
the deadlock you see, could have been avoidable. It wasn't a situation where it is always going to deadlock.
- Fri Jul 31, 2015 5:00 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38840
Re: Explain intersection based vs. loop based rail networks
Thats a lot to read. I didnt read everything but I will throw a couple words out I suppose. With a double headed train... nooooo neeed for odd. The only train that you need to worry about going in the right way would be your engineering train and oil. In which case you just use some filters and set ...
- Fri Jul 31, 2015 5:25 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt Designs for ColonelWill
- Replies: 51
- Views: 39755
Re: Belt Designs for ColonelWill
Thats the old design of a balanced loading stationVin wrote:Looking through that album Tallinu, is there a reason you use 6 inserters per wagon side instead of 7?
- Thu Jul 30, 2015 5:10 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38840
Re: Explain intersection based vs. loop based rail networks
@Gus you mention stuff like.. Y and T junctions. Did you link the Y junction so every input has 2 outputs? and whats with this trains being late game.. i build trains as soon as possible double head x 5 trains maybe a 2-6-2 or what. My next world im probably going to through out a 3-12-3 from the st...
- Thu Jul 30, 2015 12:55 am
- Forum: Mod and installation managers
- Topic: FactorioMods.com an open source web app to host mods!
- Replies: 27
- Views: 52429
Re: FactorioMods.com an open source web app to host mods!
Your PM made it sounds like the mod api would take much longer ^^ Seems like its not to far away from working
- Mon Jul 27, 2015 10:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [posila] Shotgun damaging objects from behind
- Replies: 3
- Views: 2695
[0.12.0] [posila] Shotgun damaging objects from behind
If you shoot a shotgun, the pellets spawn from behind the shotguns direction. And your character still holds up the shotgun in the direction you shot. If you shoot left, then aim to the right and hug a object on your left, Then fire to the right. It will just damage the object. Best way to show this...
- Mon Jul 27, 2015 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12][Twinsen] Silo health - Large entity health
- Replies: 1
- Views: 2136
[0.12][Twinsen] Silo health - Large entity health
If you damage the rocket silo, it's health bar is broken.
Rseding said to post it as a reminder
Rseding said to post it as a reminder
- Sun Jul 26, 2015 6:02 pm
- Forum: General discussion
- Topic: rocket defence ( silo )
- Replies: 10
- Views: 11755
Re: rocket defence ( silo )
easier than rocket defence a minute ^^oLaudix wrote:Set youself some goals. Like seinding 1 rocket every 1 minute. Good luck.silver_26 wrote:WHAATTTTT
ahh com ON
- Sun Jul 26, 2015 5:22 pm
- Forum: Mods
- Topic: McLauncher 0.4.8 (Mod Manager works with v12)
- Replies: 46
- Views: 31980
Re: McLauncher 0.4.6 (Mod Manager and Downloader)
McLauncher has been managing factorio mods for almost a year now, My site will be going down some time this week. But don't worry i recently started working on rebuilding the Mod Manager again. When the site goes down it should still work. I still wouldn't use the download portion of it as the mods ...