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What'd be a good video to show someone you think would be interested in this? They already like openttd etc.
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# ¿ Dec 9, 2017 18:03 |
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# ¿ Apr 28, 2024 13:47 |
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I feel like this is a bad time to ask since there's a new version coming soon, but what mods do people run nowadays? Both gameplay addition wise and quality of life/must have mods.
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# ¿ Dec 10, 2017 00:13 |
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Would a water version of the landfill break the game too much?
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# ¿ Dec 10, 2017 00:30 |
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let us just build directly on top of fladbeds even while they're moving, 10 lane wide death train.
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# ¿ Dec 10, 2017 19:43 |
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Tenebrais posted:I doubt that'd interact nicely with the placement grid, but I wonder if a factorissimo train would be feasible... Only let the player place or remove things when train is halted in vertical or horizontal tracks, then save a snapshot of that to factorissimo when moving and load that when the train halts again. Maybe place the sprites on the train, and then link them to the animation code of the thing in the snapshot while moving? Would probably be hard to get turrets to work though.
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# ¿ Dec 11, 2017 07:11 |
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Inglonias posted:I am slightly concerned about my current save game. It's unmodded, but what happens to the map I already have? Does it get torn apart by cliffs? Will I get the Minecraft effect? Should I just start over yet again? I'm only 10 - 13 hours in right now. Seeing as how it's dealt with when mods add new stuff, it would only affect new chunks.
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# ¿ Dec 11, 2017 18:27 |
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Max out cliffs, add a lot of water, now it's a challenge.
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# ¿ Dec 14, 2017 21:24 |
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Is there a way to bypass the "Mod has no released version" thing with the ingame mod browser?
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# ¿ Dec 15, 2017 16:18 |
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Dr. Stab posted:You'd need a system that consumes 1 of these per second though. Five laser turrets, or at least that's what it feels like.
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# ¿ Dec 15, 2017 17:31 |
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Is there a way to filter mods by version at all?
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# ¿ Dec 15, 2017 21:12 |
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Someone should make a mod that allows you to use biter parts to make biofuel
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# ¿ Dec 15, 2017 22:56 |
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Dervyn posted:There is great program called modmyfactory, which one can use to create modpacks and thereafter shortcuts that will launch Factorio with said mods. It does filter mods by version. I don't think it is as essential as the xcom2 alternative mod launcher, but it's great for switching between vanilla and AngelsBob. Doesn't have filters when downloading so the problem still exists.
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# ¿ Dec 16, 2017 01:16 |
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Would anyone be up for a coop base? I feel like I'll learn faster with someone else
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# ¿ Dec 16, 2017 17:22 |
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crabrock posted:here's an island for .16 if you want it. No idea if it has enough to complete the game, but looks like it? hnnng I'm so tempted to restart with this map. Nalesh fucked around with this message at 03:41 on Dec 19, 2017 |
# ¿ Dec 19, 2017 03:18 |
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Learning that science packs can be pulled out of labs, allowing you to create daisy chained labs using inserters has to be the best thing I've found out so far.
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# ¿ Dec 20, 2017 01:11 |
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This is how I set up mine Also, can someone explain what FARL does for me? I know it has something to do with laying tracks, but I feel like it has to be more than that with how popular it is.
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# ¿ Dec 20, 2017 04:16 |
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You should be able to load steam(and nuclear steam) in flamethrower turrets.
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# ¿ Dec 20, 2017 19:19 |
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DarkHorse posted:I love the different train types idea, but maybe to keep things from going insane with eleventy different trains to construct you just have a modular locomotive chassis and you can put different engine units into it. 10 nuke units
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# ¿ Dec 20, 2017 19:41 |
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I'm just waiting for a mod that adds flying biters(taking cues from starcraft 2's winged zerglings) and a way to craft cliffs
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# ¿ Dec 21, 2017 08:46 |
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MarquiseMindfang posted:let us put chests on belts Please, just let us put chests in artillery installations to launch stuff across the map
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# ¿ Dec 21, 2017 11:34 |
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Alkydere posted:So to get a compressed belt while side loading it seems you now need to: Or just use this handy mod until it gets fixed: https://mods.factorio.com/mods/Klonan/belt_buffer
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# ¿ Dec 23, 2017 00:52 |
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https://factorioprints.com/view/-Ku5n4tLfmkZN8twwx-k I've been using this mall by mikec and it's amazing, the combinators tell you what are supposed to be on the belts.
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# ¿ Dec 23, 2017 22:46 |
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Because I'm a horrible person that likes the idea of the angelbob ore system, anyone got a good modlist for angelbobs on .16 running?
Nalesh fucked around with this message at 21:46 on Dec 25, 2017 |
# ¿ Dec 25, 2017 21:23 |
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The thing I hate about fluids is that there's only one tier of pipes, and 100 really isn't a lot.
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# ¿ Dec 30, 2017 03:02 |
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Olesh posted:I'm curious, because I think I know how it works but I haven't been able to confirm - the game generates chunks a certain minimum depth into the fog of war, so even if you've eliminated all visible biter bases with artillery, there's biter bases still hanging around in the unexplored perimeter already generated and sending expansion parties. When artillery shells land in or near the fog of war, those chunks are considered "explored" for the purposes of pushing the generated map boundaries, correct? There's a mod to make shells stop exploring stuff.
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# ¿ Dec 31, 2017 19:51 |
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Wouldn't it be better to ferry the materials and make the shells on site?
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# ¿ Jan 4, 2018 19:35 |
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Nth Doctor posted:The whole point of the game is to consume resources duder.
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# ¿ May 25, 2018 08:25 |
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While we're talking about mod recommendations, what would be some good mods to make enemies more interesting?(Both in terms of changing/adding to the current enemies, adding more walls and turrets, etc)
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# ¿ May 28, 2018 15:19 |
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Anyone got a fun islandly seed? with Rampant I feel like I should be allowed a few natural bottlenecks
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# ¿ May 31, 2018 14:38 |
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I know I added rampant to make enemies a bit more challenging, but this is ridiculous And I can't even find a setting to not spawn them so close to the spawn area.
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# ¿ Jun 2, 2018 23:16 |
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Collateral Damage posted:I just use Loaders. Rather, use Miniloaders, not Loader Redux, the former is way more UPS friendly.
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# ¿ Jun 5, 2018 11:27 |
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Nalesh posted:I know I added rampant to make enemies a bit more challenging, but this is ridiculous Found out it's RSO's spawning doing this, as far as I know I have the default options on it, why the poo poo is it spawning enemies within sight of the spawn.
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# ¿ Jun 5, 2018 12:42 |
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Galvanik posted:There's no mods that are really essential to make the default game playable if that's what you're asking. Squeak Through and Factorio Reach.
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# ¿ Jun 11, 2018 10:40 |
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MrYenko posted:This is exactly how I feel about angelbobs. It’s a LOT of fun, but some additional guidance in the research tree would make it even better. The multiple research requirements make it kinda tough to grasp tier jumps. This is the only major gripe I've had with it so far(other than floatation pools being loving HUGE), going to upgrade your factory and mid way through going "Oh, this one needs something I don't have yet"
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# ¿ Jun 11, 2018 13:56 |
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It doesn't have procedural generation so I couldn't care less about it yet. It does have haunted asschecks though
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# ¿ Jun 12, 2018 11:17 |
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Sininu posted:This will be changed in next major update! Prism tower upgrade for laser turrets when though. https://www.youtube.com/watch?v=NNJj5lz0BYk
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# ¿ Jul 5, 2018 19:30 |
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I honestly recommend barreling and unbarreling products from oil, especially once you get drones.
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# ¿ Oct 15, 2018 17:27 |
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I genuinely forgot that nanobots aren't stock, gotten so used to them.
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# ¿ May 11, 2019 16:10 |
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100% speedruns on long games just seem painful as gently caress, like I remember watching a highlight reel of a 100% breath of the wild speedrun a few weeks ago, unedited it was like 68 hours, only allowing two 9 hour breaks total.
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# ¿ Jun 2, 2019 00:50 |
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# ¿ Apr 28, 2024 13:47 |
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Are there any mods yet that make enemies actually be interesting outside of a minor nuisance?
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# ¿ Sep 27, 2019 20:03 |