Thanks both.
I go check if it contain what I'm looking for and soon I go check it.
After all I need to develop a decent base for test it like I want to do.
Sadly you cannot add a mod in the middle of the game.
Search found 102 matches
- Tue Aug 15, 2017 4:15 pm
- Forum: General discussion
- Topic: [Question] There is an autoloading belt in mods?
- Replies: 16
- Views: 4103
- Tue Aug 15, 2017 1:19 pm
- Forum: General discussion
- Topic: [Question] There is an autoloading belt in mods?
- Replies: 16
- Views: 4103
[Question] There is an autoloading belt in mods?
I'm interested in an autoloading belt because, in advanced game, feed enough raw product to a specific assembly machine give me latencies dued to waiting for load time. a belt, even express if available, that automatically insert products in an assembly machine can be the best solution. Manually fee...
- Tue Aug 15, 2017 12:44 pm
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 45699
Re: i find this game become boring after 100 hour.
To be honest, the game CAN be a little boring, but if you play with mods you get a hard game change in the beginning and more hard time on the end. The AAI mods give a so radical change on game mechanics that exploring them fully and giving it the chance to work fully si incredible. Even having the ...
- Wed May 31, 2017 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Mining drill ore selection
- Replies: 25
- Views: 10671
Re: Mining drill ore selection
You've not got the real problem...deer_buster wrote:I'm in the same crowd that thinks you ought to be able to filter what you mine for these disgusting mixed ore patches...without having to spend extra resources to have filter inserters sort the extract.
- Tue May 30, 2017 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Mining drill ore selection
- Replies: 25
- Views: 10671
Re: Mining drill ore selection
The island now is lost, because when I've seen how drills was blocked on production I've started a new one, but it was a bit different. Lot of resources, because each has more than 2000 each tile, but too mixed. A small part of uranium, a 10 tiles in average, surrounded by 20 tiles of coal, then, a ...
- Tue May 30, 2017 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Mining drill ore selection
- Replies: 25
- Views: 10671
Re: Mining drill ore selection
Yep,it's harder build both coal and other sourcesbelts because you have to feed burner mines. Electricity is cheaper, specifically, because you dont need to have more than electrics poles, at the beginning, and you can mine a larger area with just a mine. At the beginning, where reources are limited...
- Mon May 29, 2017 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Mining drill ore selection
- Replies: 25
- Views: 10671
Re: Mining drill ore selection
Selecting ores can give a better chance of get the selected ore, maybe, but not exclusively extraction. The ore selection actually is a personal preference, but the main purpose is not this one. And for sure the problem is not filtering them outside mines, but inside. If you build a mining drill ove...
- Sun May 28, 2017 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Mining drill ore selection
- Replies: 25
- Views: 10671
Mining drill ore selection
TL;DR The mining drill can extract different tipes of ores if there is a mixed field. What if you let people select the kind of ores they will extract? What ? Let electric mining drills selkect the kind of ores to extract as priority or to ignore others at all and drill only 1 kind of ores. Why ? T...
- Fri May 26, 2017 6:09 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 220179
Re: Peace with Aliens
Nice idea the wood farming.
You can build trees where needed, for absorb pollution and maybe replace the wood you farm for get building ground.
You can build trees where needed, for absorb pollution and maybe replace the wood you farm for get building ground.
- Fri May 26, 2017 6:04 pm
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 15006
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
I'd never build less underground pipes. An underground pipe behaves as a single pipe instead of all the separate sections a straight pipe would use. Sure, but they have the same amount of storage thaht 2 single sections of pipes give, instead of the 10x storage you get from 10 different units of si...
- Mon May 15, 2017 2:48 pm
- Forum: Gameplay Help
- Topic: Charging bots
- Replies: 7
- Views: 4104
Re: Charging bots
But I want to ask something about this argument.
I have watched carefully at a single roboport.
I've seen recently added robot go to charge when others that already are at the roboport still here to wait.
Is it a bug or something else that I have to report?
Or is it a wanted issue?
I have watched carefully at a single roboport.
I've seen recently added robot go to charge when others that already are at the roboport still here to wait.
Is it a bug or something else that I have to report?
Or is it a wanted issue?
- Mon May 15, 2017 2:06 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4725
Re: Pulse mode: a good friend or an insidious enemy?
Self sustained computer energy solar/battery, but not only. IMHO, add a double check on belt and inserter putting a stop before the inserter place. If there are less thing by inserter, the belt stop, if the belt is sending less materials, then the inserter stop. Can be done with a few combinators or...
- Mon May 15, 2017 1:22 pm
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 40840
Re: What programming language Factorio is written in?
And yeah, the amount of dev time and experience that's gone into Factorio is not something you will be able to replicate as a rookie programmer. Not totally true. You CAN, but you have to dedicate lot of time first learning, then planning and last programming it. This require years doing it alone a...
- Mon May 15, 2017 1:04 pm
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 15006
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
If underground pipes will store it's full lenght value of fluid, for me it's not a problem, but why dont make all pipes undergrounds and divide them in simple pipes and complex pipes instead? Simple pipes are simple, just a pipe n/s or e/w. Complex pipes are autojoining pipes that can connect any su...
- Mon May 15, 2017 11:41 am
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 17182
Re: portable solar panels
Since 0.15 I have started two maps, more or less railword and the difficulty is a bit above default. The problem is that it takes ages to get to the maxed armour and fusion reactor. In both games I just chased to get roboport, panels and modular armour as quick as possible. The problem is that it r...
- Mon May 15, 2017 11:35 am
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 17182
Re: portable solar panels
You forgot the amount needed for the research required for get it... It's a lot more than 250.bobingabout wrote:Because it costs 250 processing units now.Deadly-Bagel wrote:so why not just save up 100 and skip straight to a fusion reactor?
- Mon May 15, 2017 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [15.2] Crash on: "Recipe::save"
- Replies: 4
- Views: 3032
Re: [15.2] Crash on: "Recipe::save"
Thanks to you for fixing it.
- Sat May 06, 2017 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] New Hope level-04 map location outside game accessibility
- Replies: 4
- Views: 2855
Re: [Klonan] New Hope level-04 map location outside game accessibility
That's not a "generated map", but a fixed one in a campaign.
That's why I was asking it here.
And I was just a bit curious on what has made it happen. Maybe a cross data with other maps in the campaign files?
Curiosity kill the cat, but I'm not a cat so...
That's why I was asking it here.
And I was just a bit curious on what has made it happen. Maybe a cross data with other maps in the campaign files?
Curiosity kill the cat, but I'm not a cat so...
- Sat May 06, 2017 4:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] New Hope level-04 map location outside game accessibility
- Replies: 4
- Views: 2855
Re: [Klonan] New Hope level-04 map location outside game accessibility
It's not a bug or a dangerous thing, just a map section with resources that you cant reach. As habit I try to kill everithing on the campaigns maps before going on mission objectives and this make me think "Why that place is here?". It's here from even older versions, because I've tried it...
- Fri May 05, 2017 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] New Hope level-04 map location outside game accessibility
- Replies: 4
- Views: 2855
[Klonan] New Hope level-04 map location outside game accessibility
On the level 4 in the New hope campaign there is a whole map section outside game territory of the playable map.
Dunno why, but I've vanquished all the biters in the level and have seen this anomaly.
I dunno if call it an issue, an anomaly or a bug, but I report it as found.
Dunno why, but I've vanquished all the biters in the level and have seen this anomaly.
I dunno if call it an issue, an anomaly or a bug, but I report it as found.