Search found 130 matches
- Mon Jan 14, 2019 10:25 pm
- Forum: Videos
- Topic: Wanna see something cool?
- Replies: 1
- Views: 2001
Re: Wanna see something cool?
Captivating. The lag though! Also RIP biters, there will be no burial as they are all definitely vaporized now
- Mon Jan 14, 2019 10:21 pm
- Forum: Show your Creations
- Topic: Finished a new uranium setup
- Replies: 1
- Views: 1755
Re: Finished a new uranium setup
Sweet! I love how this also perfectly shows the rarity of U-235 among all the U-238 that is produced.
- Mon Jan 14, 2019 10:19 pm
- Forum: Pending
- Topic: [0.16.51] Constructions bots not repairing efficiently in long roboport chains
- Replies: 2
- Views: 1231
Re: [0.16.51] Constructions bots not repairing efficiently in long roboport chains
I have noticed this as well, bots coming from all over a base to repair a far entity. My guess is right now the logic is that the robot that detects the required task first is assigned to it and a bot receives the task by somewhat of a chance. This should be changed to detect the task in an area, th...
- Mon Jan 14, 2019 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Dimensions
- Replies: 2
- Views: 904
Re: Dimensions
Interesting idea. However, the game is its own, so I can say confidently that this will definitely not be added in the vanilla play. It could produce an interesting effect in a mod, however. If wish to pursue a new coding language and learn a few skills, I would be interested to see where this idea ...
- Mon Jan 14, 2019 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Towing vehicle
- Replies: 4
- Views: 1634
- Mon Jan 14, 2019 10:05 pm
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 17304
Re: Alien Artifacts
I found it, here it is:
https://mods.factorio.com/mod/FoodIndustry
https://mods.factorio.com/mod/FoodIndustry
- Mon Jan 14, 2019 10:04 pm
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 17304
Re: Alien Artifacts
That would be cool, however, there are already many mods that do this, so I'm not sure the devs would add something like that to the game. Health items would be nice. Food would be obsolete because the game is not supposed to have that aspect, however there is a mod that introduces this concept. If ...
- Mon Jan 14, 2019 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Towing vehicle
- Replies: 4
- Views: 1634
Re: Towing vehicle
I agree that the car trunk capacity is very large, maybe unreasonably so.
Maybe the new wagons could work the same as train wagons, they can automatically connect to a car or tank. The only issue may be automaticallly disconnecting them, as the only way to similarly remove wagons is to mine them.
Maybe the new wagons could work the same as train wagons, they can automatically connect to a car or tank. The only issue may be automaticallly disconnecting them, as the only way to similarly remove wagons is to mine them.
- Mon Jan 14, 2019 9:35 pm
- Forum: Mods
- Topic: [MOD 0.16] BobAngels pipe fix
- Replies: 1
- Views: 1632
Re: [MOD 0.16] BobAngels pipe fix
That's a nice QoL mod for me, I am starting a BobAngels run and it would be nice to have better balancers like this, glad I came across it. Thank you.
- Mon Jan 14, 2019 9:31 pm
- Forum: Technical Help
- Topic: Slow map download speed
- Replies: 18
- Views: 14792
Re: Slow map download speed
I am not sure why, but the same thing happens to me when I load a multiplayer map that is not on my machine, and when friends try to join mine it happens to them as well. I wonder if this is a recurring theme across factorio right now, and may not be a machine or internet issue.
- Mon Jan 14, 2019 9:26 pm
- Forum: Implemented Suggestions
- Topic: Sync mods with save and load game
- Replies: 6
- Views: 2399
Re: Sync mods with save and load game
I agree, for now I keep a list on separate sheets of paper that have all the mods in certain saves that I play.
This topic is very similar if not exact to other topics I have read, if OP agrees, a moderator should merge this with something.
This topic is very similar if not exact to other topics I have read, if OP agrees, a moderator should merge this with something.
- Mon Jan 14, 2019 9:23 pm
- Forum: Mods
- Topic: [MOD 0.16] CJs QualityOfLife Research
- Replies: 0
- Views: 475
[MOD 0.16] CJs QualityOfLife Research
https://mods.factorio.com/mod/CJs_QoL_Research_Ver1 Figured, since this is my first "highly downloaded" mod, I could share it here since it is still in development. This is my first mod post, and since the organization of the information is probably low-standard (only gave the URL), I apo...
- Mon Jan 14, 2019 4:30 pm
- Forum: PyMods
- Topic: PyCoal processing & Fusion without modified science recipes?
- Replies: 1
- Views: 1140
Re: PyCoal processing & Fusion without modified science recipes?
I think the mod changes that, if you didn't want it to be changed you would have to not use the mod that changes it. However, with some quick coding you could make a mod that overrides this using the following line of code for every pack: data.raw.recipe["wooden-chest"].ingredients = { {&q...
- Mon Jan 14, 2019 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Biter Cities
- Replies: 2
- Views: 897
Re: Biter Cities
That would be an interesting addition! For now, I would just create a custom map where you can create a biter base on your own, maybe put some walls and chests over there to force you to attack them before you get the products.
- Sat Jan 12, 2019 4:27 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Leighzer's Morphite
- Replies: 6
- Views: 3185
Re: [MOD 0.16] Leighzer's Morphite
Thank you very much I appreciate it! I have a couple ideas for the mod as well. I'll update the mod page with these. No problem! I love experimenting with new mods and this one seemed interesting. Another small feature that I've mentioned but not yet implemented is giving Morphite ore a direct fuel...
- Fri Jan 11, 2019 8:09 pm
- Forum: Spread the Word
- Topic: Factorio in top 100 on Steam in 2018
- Replies: 2
- Views: 5727
Re: Factorio in top 100 on Steam in 2018
I know, isn't it awesome? I heard somewhere that it is second only to Portal 2 in terms of positive steam reviews!
- Fri Jan 11, 2019 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Player Based Win Parameters
- Replies: 1
- Views: 756
Re: Player Based Win Parameters
There are some mods that can change win conditions, and I'm sure if you follow said example you could edit and make one yourself. Here is an example that changes game win condition among other things:
https://mods.factorio.com/mod/SpaceMod
https://mods.factorio.com/mod/SpaceMod
- Fri Jan 11, 2019 8:05 pm
- Forum: Mod portal Discussion
- Topic: Option not to update specific mods
- Replies: 2
- Views: 1702
Re: Option not to update specific mods
Until this feature is (I say "is" figuratively because it may not be) implemented, the best thing to do right now if possible is to uninstall and reinstall said mod that you want to be updated individually, because reinstalling gives you the update version without having to update anything...
- Fri Jan 11, 2019 7:50 pm
- Forum: Mods
- Topic: [MOD 0.15-0.17] Research causes evolution
- Replies: 6
- Views: 2690
Re: [MOD 0.16] Research causes evolution
I agree, mid-tier research is a bit rushed. I like the mod idea, using this as a way to limit yourself to only researching what you need at the time.
- Fri Jan 11, 2019 7:49 pm
- Forum: Technical Help
- Topic: Game hangs up on startup after 40% of loading.
- Replies: 2
- Views: 1600
Re: Game hangs up on startup after 40% of loading.
It could be the mods. I've had mods cause my opening of factorio to sit at 40% for minutes, try uninstalling them and see if that fixes the problem. It could be just one mod causing the whole problem. Usually, because of sprite rendering for many mods, it sits at 40% because that is the "sprite...