Search found 2127 matches
- Fri Jul 17, 2020 10:11 pm
- Forum: Spread the Word
- Topic: A chance encounter
- Replies: 4
- Views: 4025
Re: A chance encounter
Not sure where I learned about it, but my guess would be the Minecraft Industrialcraft forum. Or maybe searching for games like minecraft. It has been a while.
- Thu Jul 16, 2020 9:30 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 14141
Re: A critique of Factorio’s power generation systems
I remember being disappointed with the reactor system when it was added. Mainly because it had hints of the Industrialcraft reactors, which were very complex and detailed, with a number of tradeoffs. The reactors we got were much less interesting. But, they worked, and could replace massive solar fi...
- Mon Jun 22, 2020 8:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4120
Re: Thoughts on a possible "Quality Control" mod.
I seem to recall a mod that scaled up recipes, which worked great, except for nuclear ore refining, since it just multiplied things. Ratio of like 50, so you had to run it 50 more times to have the same chance of getting ANY refined uranium. My opinion is that the data api should have the ability to...
- Tue Jun 16, 2020 7:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4120
Re: Thoughts on a possible "Quality Control" mod.
https://mods.factorio.com/mod/ProductionScrap2
Not the same thing, but quite similar. instead of needing to test for flaws, the produced items are either flawed or not, and require recycling and reprocessing.
Not the same thing, but quite similar. instead of needing to test for flaws, the produced items are either flawed or not, and require recycling and reprocessing.
- Fri Jun 12, 2020 1:16 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 75222
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I still think making beacons not stack, and having a larger radius would be better. I dont particularly like how much theytend to dominate late game designs.
Still, the new design is subtle enough it doesnt take all thr attention.
Still, the new design is subtle enough it doesnt take all thr attention.
- Sun May 24, 2020 3:55 pm
- Forum: Combinator Creations
- Topic: Belt Contamination Sensor
- Replies: 19
- Views: 5080
Re: Belt Contamination Sensor
If you use an active provider chest, you have to then add a method to keep the alarm going, AND if you ignore it initially (Like I do, until I get a chance to fix it) an active provider means it fills up your entire storage area eventually, depending on how bad the leak is. You are just moving the p...
- Fri May 22, 2020 8:03 pm
- Forum: Combinator Creations
- Topic: Belt Contamination Sensor
- Replies: 19
- Views: 5080
Re: Belt Contamination Sensor
I suggest against having bots clean up the chest. That would make it harder to find the problem, and the alert would go away. Having to manually fix it makes more sense, since contamination tends to keep happening if it happens once. i also prefer just locking the belt, and setting off an alarm. jam...
- Fri May 22, 2020 2:50 pm
- Forum: Combinator Creations
- Topic: Belt Contamination Sensor
- Replies: 19
- Views: 5080
Re: Belt Contamination Sensor
Ah, I understand. I would simply empty the chest after inspecting the situation and fixing the belts which lead to the contanimation. The content can be moved somewhere where it is actually needed. Once you have bots you can even turn the chest into a active provider chest to make sure it's moved t...
- Fri May 22, 2020 1:11 am
- Forum: Combinator Creations
- Topic: Belt Contamination Sensor
- Replies: 19
- Views: 5080
Re: Belt Contamination Sensor
Why wouldnt you just have the alarm go off when something is in the chest?
- Fri Apr 03, 2020 1:22 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 272451
Re: [0.17+] Space Exploration WIP
Is there anything in space with a positive feedback loop? I thought absolutely everything there, aside, presumably, from asteroid mining, had a net negative due to all the 99% returns on one or more things, and forbidden productivity modules.
- Tue Mar 24, 2020 4:54 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134708
Re: Attacking biters with turrets makes all weapons pointless
I suppose you could add wide area "Creep" like starcraft to biter bases, which gives an excuse for why building doesn't work, and make it many times the range of turrets, such that while you CAN use turrets to fall back to, it would be far enough to be inconvinent.
- Tue Mar 24, 2020 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Sulfur crystals irregular sprite?
- Replies: 13
- Views: 3387
Re: Sulfur crystals irregular sprite?
--Snip-- Really this game would run so much faster if it was in ASCII. Doubt it. Ascii games can run as slow as any modern game. After all, they only drop most of the graphics. The behind the scenes logic still eats a ton of processor time. (If that was sarcasm, I couldn't tell from your tone of te...
- Sat Mar 21, 2020 8:43 pm
- Forum: Not a bug
- Topic: [0.18.15] Steel plates have a picture of a beam
- Replies: 5
- Views: 1145
Re: [0.18.15] Steel plates have a picture of a beam
Its honestly more a legacy thing. I think they were plates a long time ago. Plaatic were these thin black tubes, advanced circuits were purple and honestly everything looked way different. But yes, calling it a plate is kinda weird with the current graphic. I never noticed since I just call it steel...
- Fri Mar 20, 2020 6:55 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 91844
Re: Friday Facts #339 - Beacon HR + Redesign process
All I can really say is that I never felt beacons fit in the game, due to how heavily they constrained design. If they were non-stacking(two beacons in an area don't function), larger aoe, like 32x32, then I think they would be way better. And the high-tech apperance would make sense and I think add...
- Fri Mar 13, 2020 2:04 am
- Forum: Ideas and Requests For Mods
- Topic: Substation converter thing
- Replies: 7
- Views: 2050
Re: Substation converter thing
It would be possible. On event, check wire connections and sever offending ones.
On placing a entity of type power pole.
On robot place.
Maybe on remove as well because I think wires auto reconnect.
And on copper wire manual usage.
It should all be possible, yes.
On placing a entity of type power pole.
On robot place.
Maybe on remove as well because I think wires auto reconnect.
And on copper wire manual usage.
It should all be possible, yes.
- Thu Mar 12, 2020 11:07 am
- Forum: Modding discussion
- Topic: Balancing for consumed tools
- Replies: 13
- Views: 3540
Re: Balancing for consumed tools
Minor detail at best.Deadlock989 wrote: ↑Thu Mar 12, 2020 9:14 am
Yes. It also means you have a spanner worth 100GJ in your inventory.
Of course, if you use antimatter to liberate the energy tied up in said spanner, that is probably accurate..... But at that point you realize something has gone silly.
- Thu Mar 12, 2020 2:43 am
- Forum: Modding discussion
- Topic: Balancing for consumed tools
- Replies: 13
- Views: 3540
Re: Balancing for consumed tools
If you use the tool as long lasting fuel, then you can use the same effect nuclear fuel doea to return the broken tool.
That does prevent (I think) you from using electrical or other energy types however.
That does prevent (I think) you from using electrical or other energy types however.
- Sat Feb 29, 2020 4:43 am
- Forum: Ideas and Suggestions
- Topic: Simplify barrel recipes.
- Replies: 11
- Views: 3106
- Sat Feb 22, 2020 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Crafting Time Variance
- Replies: 15
- Views: 2865
Re: Crafting Time Variance
Honestly, this wouldn't really even do anything. The law of large numbers smooths out those variences, and if factorio has anything, it has large numbers of craft events. Past that, the existing buffers would largely hide the effect. It wouldn't even be asthetic. Belts, inserter stack size, and asse...
- Fri Feb 21, 2020 4:27 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 24040
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
Why not just add the colored concrete to the base game, please? This step shouldn't take that much coding time but let us make the base a bit lesser grayish. I actually wouldn't want that. It would be yet another item that doesn't add value to the game outside of ascetics. I think colored concrete ...