Search found 253 matches
- Tue Mar 15, 2016 6:51 am
- Forum: Energy Production
- Topic: A guide to Night Steam with Hot Water Storage
- Replies: 18
- Views: 32132
Re: A guide to Solar/Steam with Hot Water Storage
Pretty interesting guide. I am wondering though, since I've never played around with it, is there any benefit to using hotwater storage without solar? As an alternative to capacitors acculmulators as a way to handle large demand peaks from laser turrets and the such like. I'm pretty sure with a bit ...
- Tue Mar 15, 2016 6:11 am
- Forum: Gameplay Help
- Topic: Command to remove Crude Oil?
- Replies: 3
- Views: 5375
Re: Command to remove Crude Oil?
You should be able to use this command: /c for _,entity in pairs(game.local_player.surface.find_entities_filtered{ area={{game.local_player.position.x-32, game.local_player.position.y-32}, {game.local_player.position.x+32, game.local_player.position.y+32}}, name="stone-rock"}) do entity.de...
- Tue Mar 15, 2016 5:55 am
- Forum: This Forum
- Topic: Necro suggestion threads?
- Replies: 4
- Views: 1636
Necro suggestion threads?
I would like to know what the mods and users here would prefer: There are lots of older suggestion threads with good ideas that have nevertheless not been active for many months. If you find that your suggestion has already been posted in an old inactive thread, and you want to add your discussion t...
- Tue Mar 15, 2016 5:40 am
- Forum: General discussion
- Topic: How to increase difficulty beyond world generator options?
- Replies: 5
- Views: 2361
Re: How to increase difficulty beyond world generator options?
You could try mods like Natural Evolution
- Tue Mar 15, 2016 5:20 am
- Forum: Ideas and Suggestions
- Topic: End-game mech
- Replies: 17
- Views: 8147
Re: End-game mech
I was thinking of the same thing! It seems like a great idea that would fit well with the rest of the game.
See also: Spidertron
Currently it's only in planning and I don't know if it will be weaponised, but it seems like a great choice for an endgame mech.
See also: Spidertron
Currently it's only in planning and I don't know if it will be weaponised, but it seems like a great choice for an endgame mech.
- Mon Mar 14, 2016 5:07 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 117651
Re: Friday Facts #120 - Spidertron
There were smaller versions with plasma guns too yepkovarex wrote:Wasn't it plasma?MalcolmCooks wrote:The Spidertron looks wicked cool
Will it be weaponised in any way? I immediately thought of the spider mastermind from doom with its underslung superchaingun.
- Sun Mar 13, 2016 6:50 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 151912
Re: RTS direction
I was thinking about this a little today, and I'm not sure that traditional style RTS would really fit well with the rest of the game. Such an idea is great for PVP but the biters aren't really an enemy worthy of sending a robot army after. So how about this: your fighting robots are actually large ...
- Sun Mar 13, 2016 6:38 pm
- Forum: General discussion
- Topic: Out of the Loop on Starting Conditions for a New Game
- Replies: 9
- Views: 3787
Re: Out of the Loop on Starting Conditions for a New Game
Has the game always given you this from the start? Just to answer this part, I have always kknown Factorio like that (which was before 0.10.0 came out iirc). That's so bizzare, I could've sworn I could remember starting a game before with nothing. Must just be remembering things wrong. The first ca...
- Sun Mar 13, 2016 6:09 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 117651
Re: Friday Facts #120 - Spidertron
The Spidertron looks wicked cool
Will it be weaponised in any way? I immediately thought of the spider mastermind from doom with its underslung superchaingun.
Will it be weaponised in any way? I immediately thought of the spider mastermind from doom with its underslung superchaingun.
- Sat Mar 12, 2016 1:20 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 75114
Re: Friday Facts #123 - Better circuit network (Part 2)
With the new circuit network reader/writer, will electric mining drills be connectible? my favourite use for the circuit network is to switch off mining when not needed, so the belts don't get clogged up with ore. If I didn't need to use smart inserters that would be very useful! Why not just keep ...
- Sat Mar 12, 2016 12:56 am
- Forum: General discussion
- Topic: So, are aliens intelligent anyway?
- Replies: 21
- Views: 6558
Re: So, are aliens intelligent anyway?
I don't know about the Zerg but it sounds kind of similar to the Primes from Peter F Hamilton's Commonwealth books? In these books the Primes are composed of two castes: unintelligent motiles , who can move around and obey orders, and intelligent immotiles , who can't move and give the orders. They ...
- Sat Mar 12, 2016 12:33 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 303236
Re: [MOD 0.12.12+] SmartTrains 0.3.73
Also: If I want to set up a system where train stations can request a load of coal, and then the train is sent from a holding station to the requesting station... what happens if there is more than one request at the same time? How do I prevent the signals from summing together and sending the train...
- Fri Mar 11, 2016 11:22 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 303236
Re: [MOD 0.12.12+] SmartTrains 0.3.73
Can someone clarify how to properly set autodepart conditions? Note I'm talking about conditions to leave the station early if there is no change in the cargo, not leave when full/empty. Right now you can only set them per train or line, not per individual station. They are more or less a leftover ...
- Fri Mar 11, 2016 11:04 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 303236
Re: [MOD 0.12.12+] SmartTrains 0.3.73
Can someone clarify how to properly set autodepart conditions? Note I'm talking about conditions to leave the station early if there is no change in the cargo, not leave when full/empty.
- Fri Mar 11, 2016 8:40 pm
- Forum: General discussion
- Topic: So, are aliens intelligent anyway?
- Replies: 21
- Views: 6558
Re: So, are aliens intelligent anyway?
The biters seem pretty unintelligent because of the limits of computer AI. Their behaviour is very simplistic and their pathfinding is shoddy... But I have seen some old gameplay videos where they were actually cavemen-like humanoids. So I think they're supposed to be pretty intelligent. I think if ...
- Fri Mar 11, 2016 8:15 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 55504
Re: Loader Poll - Trying to get an idea of what the opinions are
So if loaders were able to feed items directly into assembly machines, furnaces ect, but doing so would have no real advantages over using inserters, why even allow that behaviour? If it's not going to be useful, why include it in the game?
- Fri Mar 11, 2016 7:14 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 75114
Re: Friday Facts #123 - Better circuit network (Part 2)
With the new circuit network reader/writer, will electric mining drills be connectible? my favourite use for the circuit network is to switch off mining when not needed, so the belts don't get clogged up with ore. If I didn't need to use smart inserters that would be very useful!
- Fri Mar 11, 2016 6:11 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 66663
Re: Can the player be killed by train? (Train kills?!) ☸
All you need: train horns and whistleboards Whistleboards are placed next to the track, like signals. When the train passes a whistleboard, it sounds its horn. Since trains travel very fast, the horn needs to be audible from a lot farther away than most other in-game sounds. Then it's up to the play...
- Thu Mar 10, 2016 6:00 pm
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 51313
Re: About the endgame - kinda frustrating today
Here is a simple fix to make the current endgame a lot better, and it just requires a few changes to the "story" of the game. Instead of you being an advance party to colonise the planet, you have actually crashed there or arrived by mistake. You know you will not be rescued, so in order t...
- Thu Mar 10, 2016 5:43 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 55504
Re: Loader Poll - Trying to get an idea of what the opinions are
I like the idea of a loader with small internal buffer. It should only interact with belts, and you will still need an inserter to move items. Basically, it should be a part of the belt system that applies inserter stack bonus to belts. Just this will be a massive boost to belt/inserter interaction...