Search found 293 matches
- Tue May 29, 2018 8:04 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 18599
Re: Whats your current game goal?
I want to build a modular megabase, where each module is specializing in one intermediate or advanced component, and everything is getting transported to wherever it gets used at
- Tue May 29, 2018 6:34 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 33651
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the ...
- Fri May 18, 2018 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Defensive upgrades
- Replies: 5
- Views: 2219
Re: Defensive upgrades
One thing I would appreciate is a way for the Gun Turrets to get some more hitpoints. A few farts from a behemot spitter and they keel over. They are early tech, so yea, they are weak initially. But it sadly stays that way. As for PvP... is that really what Factorio's about? Heck, even cooperative ...
- Tue May 08, 2018 6:44 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65489
Re: [MOD 0.16.x] Alien walls [0.7.0]
Ohh, I see what I did. This is what I get for doing most of my research testing via console in sandbox. Control.lua 128: update_current_tier(game.player.force) But if you read the docs closely... game.player :: LuaPlayer [Read-only] The player typing at the console - nil in all other instances. See...
- Tue May 08, 2018 12:50 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65489
Re: [MOD 0.16.x] Alien walls [0.6.1]
I've not died! Thanks for all the work, guys! I really appreciate it!
The reason I didn't release the mod to the portal previously was because I wanted the migration to work. I'm not confident that it works even now, but I went ahead and released it.
Trial by fire, right?
The reason I didn't release the mod to the portal previously was because I wanted the migration to work. I'm not confident that it works even now, but I went ahead and released it.
Trial by fire, right?
- Mon Feb 26, 2018 8:41 pm
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65489
Re: [MOD 0.16.x] Alien walls [0.6.1]
Hey, cool stuff! I like escalation, so I tend to make combat harder, and add more powerful weapons & defences to counter. And self-healing walls are what I always wanted! I've been playing with these walls for a while now, and thought it would be cool if the hybrid upgrade research could increa...
- Sun Jan 14, 2018 7:05 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377639
Re: Friday Facts #225 - Bots versus belts (part 2)
If you read the last FFF carefully, they want the choice to matter. Currently, if you want to play effectively you have no choice but bots. That's not fun. I, and likely many others, find that belts have a fundamental disadvantage that cannot be overcome and will cause players to want to use bots w...
- Fri Jan 12, 2018 9:44 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377639
Re: Friday Facts #225 - Bots versus belts (part 2)
After reading some comments this past week and today on reddit, I would like to suggest a slight redirection as to the problem. The problem is not with bots, but with electrical power. 1) What drawback are bots meant to have? They're supposed to require a huge energy cost. And in swarms, they actua...
- Sat Jan 06, 2018 8:05 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349317
Re: Friday Facts #224 - Bots versus belts
My problem with belts is that it's so painfully painful to filter them, regardless of system saturation. Simply using filter inserters isn't enough. If The belt/chest the inserter is dropping onto is full, then the items don't get grabbed. This will block an inserter down the line either momentarily...
- Fri Dec 22, 2017 11:17 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55634
Re: Friday Facts #222 - Christmas avalanche
I don't understand. Fluid wagon's mass is 2 times higher than normal wagon, and it already transports less fluid than wagon with barrels. Why reduce it? Personally I think barrels hold too much fluid. A bot carrying 4 barrels is carrying 1000 fluid which is roughly equivalent to a stack of about 10...
- Fri Dec 22, 2017 10:44 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 55634
Re: Friday Facts #222 - Christmas avalanche
Oh boy!! Bug fixes!
While I'm glad that sideloading belts for compression will remain in the game, I am a bit disappointed to see that fluid carts will be downsized. I hope it's not much, but perhaps there can be other changes made to balance them? Make them heavier, perhaps?
While I'm glad that sideloading belts for compression will remain in the game, I am a bit disappointed to see that fluid carts will be downsized. I hope it's not much, but perhaps there can be other changes made to balance them? Make them heavier, perhaps?
- Fri Dec 22, 2017 5:24 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 70722
Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines
It seems that you only unlock recycling recipes if you unlock the regular recipe via research. Any base or previously unlocked recipes are not available. Updated from a previous version of the mod
EDIT: Disregard. Removing, loading save, saving, re-adding, and loading did the trick.
EDIT: Disregard. Removing, loading save, saving, re-adding, and loading did the trick.
- Fri Dec 22, 2017 12:22 am
- Forum: Mods
- Topic: [MOD 0.14] Walls Block Spitters
- Replies: 17
- Views: 9066
Re: [MOD 0.14] Walls Block Spitters
Will we be seeing an update to 0.16? It's a beloved mod on my server
- Mon Dec 18, 2017 9:55 pm
- Forum: General discussion
- Topic: 0.16 artillery and the biters
- Replies: 10
- Views: 5852
Re: 0.16 artillery and the biters
I'll be honest, at the beginning I did not understand what the artillery train is going to be about and was actually pretty annoyed by the fact that the devs are adding something like this. I thought it's going to be just a wagon with turrets, for defending the train against biters during travel an...
- Mon Dec 18, 2017 2:53 am
- Forum: Mods
- Topic: [Factorio 0.16.x] Force Fields
- Replies: 2
- Views: 1987
Re: [Factorio 0.16.x] Force Fields
I will no longer be making any fixes to Force Fields. If something changes to cause this mod to break, and no one else fixes it, that's that.
- Mon Dec 18, 2017 12:31 am
- Forum: Mods
- Topic: [MOD 0.16] NewOldConcrete
- Replies: 6
- Views: 4129
Re: [MOD 0.16] NewOldConcrete
This, please. If it's not too much work.Optera wrote:could you expand it by changing the new concrete look to stone bricks and the new stone brick to a cobblestone path made by raw stone?
- Mon Dec 18, 2017 12:23 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 158998
Re: Random Word Association Game
Superfluous.Masterfox wrote:Krillin(DBZ)
- Sun Dec 17, 2017 5:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83792
Re: [MOD 0.12.x] Force Fields - energy powered walls
I'm not claiming to be taking over this mod, mainly because I'm not familiar enough with Factorio modding to do a proper job of it.
However, I have made another unofficial patch for 0.16 compatibility
viewtopic.php?f=120&t=48075
However, I have made another unofficial patch for 0.16 compatibility
viewtopic.php?f=120&t=48075
- Sun Dec 17, 2017 5:57 am
- Forum: Mods
- Topic: [Factorio 0.16.x] Force Fields
- Replies: 2
- Views: 1987
Re: [Factorio 0.16.x] Force Fields
Updated mod to work with 0.16.
- Sun Dec 17, 2017 5:16 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65489
Re: [MOD 0.16.x] Alien walls [0.6.0]
Icon size fixed!