Search found 253 matches
- Sat Dec 10, 2016 2:52 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67654
Re: Terrain elevation, hills and mountains with fake cliffs
I'm really split on this to be honest. One the one hand, this mockup looks incredible and I can really see it adding a lot to the game. That small scale of cliffs I think actually fits pretty well with Factorio. A train tunnel should only be able to fit on TWO cliffs though, so maybe it should be po...
- Fri Dec 09, 2016 9:58 pm
- Forum: Gameplay Help
- Topic: Why do trains get stuck at this chain signal?
- Replies: 7
- Views: 3702
Re: Why do trains get stuck at this chain signal?
see this topic for a solution: viewtopic.php?f=18&t=34321
- Fri Dec 09, 2016 8:01 pm
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 18053
Re: What's the player's name?
I think it's not so much what his name is, as that is decided by the player. It's more like his "title" sort of. Kind of like fallout has "Vault Dweller", "Courier", "Lone Wanderer", and "Sole Survivor" as it's protagonists. I usually call him "...
- Fri Dec 09, 2016 7:44 pm
- Forum: Ideas and Suggestions
- Topic: All players, bots and vehicles should update radar intel
- Replies: 37
- Views: 7363
Re: All players, bots and vehicles should update radar intel
yes that's exactly what I do, it's far from being a "nightmare"
- Fri Dec 09, 2016 11:32 am
- Forum: Gameplay Help
- Topic: Defending Train Lines and Biter Expansion
- Replies: 4
- Views: 4475
Re: Defending Train Lines and Biter Expansion
It takes less or equal resources to encapsulate square area than encapsulating only tracks. yeah this is a point when it becomes neccessary to defend your rail lines, if you try to line all your tracks with walls and turrets you will go crazy instead like Hannu says you should seek to claim large a...
- Fri Dec 09, 2016 2:00 am
- Forum: Gameplay Help
- Topic: How do you make a diode setup / 1 way power
- Replies: 9
- Views: 10062
Re: How do you make a diode setup / 1 way power
this may work: https://wiki.factorio.com/Accumulator#I ... r_Networks
it should ensure that the power generated in your outpost is prioritised to the outpost before being sent into the main grid.
it should ensure that the power generated in your outpost is prioritised to the outpost before being sent into the main grid.
- Fri Dec 09, 2016 1:46 am
- Forum: Gameplay Help
- Topic: Defending Train Lines and Biter Expansion
- Replies: 4
- Views: 4475
Re: Defending Train Lines and Biter Expansion
imo it's not worth defending all your train lines. If you try to align them so that everything on the line is in the same chunk then you can reduce the chance that biters will try to set up a nest on your rail line. Or, route your railways through areas where biters won't set up nests. In the event ...
- Thu Dec 08, 2016 9:17 pm
- Forum: Gameplay Help
- Topic: multi track Train station
- Replies: 2
- Views: 2412
Re: multi track Train station
see this topic: viewtopic.php?f=18&t=34321
I think that your problem is the same as this one - trains choose a station and then wait until it is free, and won't look for a different path. I think the solution is the same too.
I think that your problem is the same as this one - trains choose a station and then wait until it is free, and won't look for a different path. I think the solution is the same too.
- Thu Dec 08, 2016 8:08 pm
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69780
Re: How did you discover Factorio?
Interestingly enough from it's TV Tropes page: http://tvtropes.org/pmwiki/pmwiki.php/Videogame/Factorio It was listen as an example in a few articles about video game tropes which I was reading, and it sounded interesting so I read through it's page... liked the concept so much that I went and tried...
- Wed Dec 07, 2016 4:53 pm
- Forum: Ideas and Requests For Mods
- Topic: [FULFILLED] Mod to increase pollution spread
- Replies: 8
- Views: 2968
Re: [REQUEST] Mod to increase pollution spread
Well, I don't want to increase the amount of pollution because I don't want to increase the rate at which the evolution factor increases, which as I understand is based on the total amount of pollution you have created, and not what has actually been absorbed by spawners. It would be pretty easy jus...
- Wed Dec 07, 2016 3:58 pm
- Forum: Ideas and Suggestions
- Topic: All players, bots and vehicles should update radar intel
- Replies: 37
- Views: 7363
Re: All players, bots and vehicles should update radar intel
Again I have to disagree. The radar's field-of-view is an invaluable tool. You don't need to have bots and trains chart chunks because you can already do it by having radar coverage. I find it difficult to believe that the case of a bot flying so far outside of your base that it encounters a nest yo...
- Wed Dec 07, 2016 3:11 am
- Forum: Resource Spawner Overhaul
- Topic: Effective exploration with RSO mod
- Replies: 4
- Views: 3013
Effective exploration with RSO mod
So..... with RSO mod exploring large areas is pretty crucial. For me it is the main factor which slows down my games (not that I'm complaining, mind you - I wouldn't have set it up this way if I didn't like it :lol: ). Anyway I usually set up radar bases every 29 chunks, 4 radars on each which is pr...
- Tue Dec 06, 2016 10:59 pm
- Forum: General discussion
- Topic: What is your favorite part of the game, and why?
- Replies: 16
- Views: 6130
Re: What is your favorite part of the game, and why?
When my 100% steam power system fails. Why?
Because I have designed it in such a way that when it fails, it can bootstrap itself back up to 100% power production by itself, even from a state of total power loss. I think it is amazing to watch this happen.
Because I have designed it in such a way that when it fails, it can bootstrap itself back up to 100% power production by itself, even from a state of total power loss. I think it is amazing to watch this happen.
- Tue Dec 06, 2016 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Better vehicle camera - panning ahead depending on speed
- Replies: 4
- Views: 1756
Better vehicle camera - panning ahead depending on speed
Here's the problem: When driving around in the car, it goes fast enough that you need to see quite far ahead, so I zoom the camera out a lot. Especially when travelling to the right or downwards because then the gui blocks some of the land ahead. But at that scale, dead trees and sometimes small roc...
- Tue Dec 06, 2016 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Hand Crafting
- Replies: 5
- Views: 1316
Re: Stacked Hand Crafting
well you can change the behaviour by changing how you add items to the queue. 5 at a time usually works well for when you want to make a lot of things and place them immediately.
- Tue Dec 06, 2016 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Hand Crafting
- Replies: 5
- Views: 1316
Re: Stacked Hand Crafting
So if you want to do that why don't you craft just iron-gear, belt, iron-gear, belt...? because when you want to craft 300 belts you would have to click 300 times or to craft in groups of 5, click 60 times instead of just being able to click once that being said, I think the difficulty and time you...
- Tue Dec 06, 2016 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 9505
Re: Cylindrical / spherical / torus maps
Okay, I see how that would work, but I think that behaviour would be confusing.
- Mon Dec 05, 2016 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 9505
Re: Cylindrical / spherical / torus maps
It's not just that, there is no way that you can represent the surface of a sphere with a square grid and have it make sense. You will end up with grid lines that should be parrallel meeting each other at right angles. That's why torus-shaped worlds are so ubiquitous in video games; they can be perf...
- Mon Dec 05, 2016 4:00 am
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 56233
Re: Funny map generation results
your factory is now invincible from biter attack
- Mon Dec 05, 2016 1:59 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80761
Re: Trains vs conveyors?
trains vs belts is an issue decided by the world generation, and not inherent to the systems themselves. there is no question that trains are better for high throughput and high speed of travel over long distances, the "balance" issue where trains are not useful in some worlds is because o...