Search found 253 matches
- Tue Mar 15, 2016 10:15 pm
- Forum: Gameplay Help
- Topic: Automatic start train when cargo is loaded/unloaded?
- Replies: 4
- Views: 1504
Re: Automatic start train when cargo is loaded/unloaded?
Use the mod Smart Trains . It adds a lot of functionality to the trains, such as leaving when cargo is full/empty and integration into the circuit network. Stuff that's not currently available in vanilla, but is planned to be added in future. Imo its pretty much an essential mod for working a lot wi...
- Tue Mar 15, 2016 10:03 pm
- Forum: Spread the Word
- Topic: Markiplier Factorio Lets-Play?
- Replies: 20
- Views: 13634
Re: Markiplier Factorio Lets-Play?
Haha I was jk ;^)
Factorio is probably too "niche" of a game for most popular LPers, I would look towards some LPers of simulation games, such as moleman or squirrel.
Factorio is probably too "niche" of a game for most popular LPers, I would look towards some LPers of simulation games, such as moleman or squirrel.
- Tue Mar 15, 2016 6:07 pm
- Forum: Gameplay Help
- Topic: How To Aim (manually)
- Replies: 2
- Views: 1881
Re: How To Aim (manually)
mouse over the object you want to shoot to select it, and press C.
- Tue Mar 15, 2016 6:02 pm
- Forum: Gameplay Help
- Topic: Is there a belt sensor?
- Replies: 9
- Views: 4735
Re: Is there a belt sensor?
You'll also see a difference in the way it behaves if you put the smarts at the furnace inputs instead. Since the furnaces will build up a few plates on the output, in the configuration you have here you will see it reacts very quickly to switching on and off, but will have an increased output when ...
- Tue Mar 15, 2016 5:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Solar panel output mod
- Replies: 2
- Views: 2003
Re: Solar panel output mod
Thank you! And thank you also for telling me a little about how to do this. I did have a look through the game files to see if I could work out what to do, but now I understand it a little better I think next time I want to do something like this I can have a better go at it myself
- Tue Mar 15, 2016 5:27 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Water as limited ressource
- Replies: 32
- Views: 32471
Re: Water as limited ressource
Hmm.. but if lakes were to dry up, then they would dissappear and people can use that to drain small ponds that get in the way. Changing the terrain like that might be difficult. Also, the steam engine problem is important. Solution? Water is limited to a certain amount of water per second, based on...
- Tue Mar 15, 2016 5:04 pm
- Forum: Gameplay Help
- Topic: Is there a belt sensor?
- Replies: 9
- Views: 4735
Re: Is there a belt sensor?
Exactly Although I do think it's a nifty trick I have found it's of limited practical use. I just have an aversion to belts building up because, especially on long belts, the amount of items that are sitting there unused is too high for me
- Tue Mar 15, 2016 4:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Solar panel output mod
- Replies: 2
- Views: 2003
Solar panel output mod
Its time.... for someone to make a mod that lets you change the power output of solar panels. I wish I could do it myself but the amount of help I would need would basically amount to "please tell me how to create a mod that lets you change the power output of solar panels" :lol: I want to...
- Tue Mar 15, 2016 4:17 pm
- Forum: Gameplay Help
- Topic: Is there a belt sensor?
- Replies: 9
- Views: 4735
Re: Is there a belt sensor?
You can do this with using smart chest buffers. It's a bit problematic because you will need several chests and inserters to be able to fully saturate a belt, so I would only do this for relatively low-yeild belts, where the items are being taken off pretty slowly. Here's such a buffer that I've use...
- Tue Mar 15, 2016 3:51 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200495
Re: Solar panels less of a no-brainer
There is no sensible way to add an upkeep cost to solar panels within the scope of the game. Then you didn't read any of the viable suggestions other people made in this thread here as well as this one over there: https://forums.factorio.com/viewtopic.php?f=16&t=15519 There are quite a lot of s...
- Tue Mar 15, 2016 3:11 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200495
Re: Solar panels less of a no-brainer
There is no sensible way to add an upkeep cost to solar panels within the scope of the game. Nothing else requires upkeep. Solar panels work the way they do because Factorio takes realism only so far as to make an interesting but not pointlessly frustrating game. Example: conveyer belts run forever ...
- Tue Mar 15, 2016 2:20 pm
- Forum: Gameplay Help
- Topic: Command to change the power output of solar panels?
- Replies: 1
- Views: 1079
Command to change the power output of solar panels?
I would like to know if it is possible using the command line to change the power output of solar panels? I have seen that the command line can be very flexible but I don't know enough to try work it out myself
- Tue Mar 15, 2016 1:55 pm
- Forum: Maps and Scenarios
- Topic: Peninsula start!
- Replies: 4
- Views: 6633
Re: Peninsula start!
ssilk wrote:So please provide us with the Map-Exchange string.
Code: Select all
>>>AAAMABoAAAACBAYAAAAEAAAAY29hbAMAAgoAAABjb3BwZXItb3Jl
AwACCQAAAGNydWRlLW9pbAEAAQoAAABlbmVteS1iYXNlAwACCAAAAGl
yb24tb3JlAwACBQAAAHN0b25lAQIDCIlFwoxUAAB4QgAAAAAAAAAAAA
AFAFTc28c=<<<
- Tue Mar 15, 2016 1:39 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200495
Re: Solar panels less of a no-brainer
The bottom line of this discussion is that each player expects something different from solar panels. Some people want them to stay the same, some people (like me) would prefer them if they weren't so powerful. In my opinion the root of the problem why people are actually complaining about Solar/Ac...
- Tue Mar 15, 2016 11:49 am
- Forum: Maps and Scenarios
- Topic: Peninsula start!
- Replies: 4
- Views: 6633
Peninsula start!
Having started a new world this morning, after just kicking things into gear, my radars have explored enough of the land for me to discover - I am on a near-perfect peninsula! The starting area generates land if the center of the map is ocean, which is why you sometimes get an island, but here one e...
- Tue Mar 15, 2016 10:47 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200495
Re: Solar panels less of a no-brainer
This is exactly what I am talking about. Building a few panels here and a few panels there... bits by bits... as hours of mining and factory time slowly goes by... With everything automated where you do little more then wait for your factory to finish building stuff that you can place down. All of ...
- Tue Mar 15, 2016 8:10 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200495
Re: Solar panels less of a no-brainer
I don't usually play with solar panels. The way they work, however, feels absolutely right to me. What bothers me about them is the following: The power output of solar panels is too high. When I do use solar, instead of making large solar fields to generate power centrally, I usually slap a few dow...
- Tue Mar 15, 2016 7:25 am
- Forum: Spread the Word
- Topic: Markiplier Factorio Lets-Play?
- Replies: 20
- Views: 13634
Re: Markiplier Factorio Lets-Play?
What bbout pewdiepie :^)
- Tue Mar 15, 2016 7:04 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 325338
- Tue Mar 15, 2016 7:01 am
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 137596
Re: Friday Facts #129 - The late game
Don't make a space platform - for now. Let it be a swarm of satellites, you can always decide later on that you can make a space platform of all this. Yes, I agree. Orbital mechanics are so different from objects sitting on the ground that it risks spoiling the relative realism of the game. Space l...