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by Koub
Mon Jun 16, 2014 4:51 pm
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 38369

Re: Laser Turrent need upkeep

I'd also like some kind of "crowd control" so that when you get a huge wave of biters, you don't only have to count on the thickness of your walls to soak up damage until the turrets kill everything. Like net throwing turrets, that entangle biters, slowing the horde, or air / water blastin...
by Koub
Mon Jun 16, 2014 6:01 am
Forum: Ideas and Suggestions
Topic: Consumption/Production / Electric Network Info / Power Meter
Replies: 61
Views: 23550

Re: Intuitive Power Meter.

I totally +1. Experienced Factorio players are used with this kind of little oddities (or are so much used to absolute overproduction that they never have to care for how much they use up), but to the new player, it's pretty hard tu understand. A single bar like described by CreeperDaReeper seems th...
by Koub
Sun Jun 15, 2014 7:41 pm
Forum: Implemented Suggestions
Topic: Ability to export/import blueprints
Replies: 6
Views: 4674

Re: Ability to export/import blueprints

I know this thread is a little old, and I don't know if moderators prefer a little necro (for a good cause) or a new topic start, but I feel it would end up as a thread fusion, so I'll go for the slight necro. I really feel that Factorio needs this feature : the ability to import/export blueprints, ...
by Koub
Sun Jun 15, 2014 3:02 pm
Forum: Implemented Suggestions
Topic: Foundation for buildings / pavement / concrete slabs / base
Replies: 16
Views: 18267

Re: Pavement, concrete slabs.

That reminds me so much of Dune 2 :mrgreen:
by Koub
Sat Jun 14, 2014 2:30 pm
Forum: Energy Production
Topic: Green power is for the weak!
Replies: 19
Views: 14624

Re: Green power is for the weak!

tetkris wrote:if you have low coal, you can use replacement solid fuel craft with heavy oil
Bleda wrote:I have a lack of oil fields
:roll:
by Koub
Thu Jun 12, 2014 11:13 am
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 27362

Re: Radar scanning (and re-scanning) speed

I'm not fond of modding whatever bothers me in a game, especially when it's still in development :). The thing is : - if the radar does rescan the discovered chunks, but at a such a slow pace, why use a radar ? - if the radar doesn't rescan the discovered chunks, then well ... why use a radar ? Eith...
by Koub
Thu Jun 12, 2014 6:27 am
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 27362

Re: Radar scanning (and re-scanning) speed

Owww now I understand ! :)
Maybe it's just me, maybe it's maybeline XD the description of what the radar actually does is a little misleading.
Anyway, now that I know, radars seem pretty useless once chunks are discovered => foud an efficient way to spare 1.5 MW ^^
by Koub
Wed Jun 11, 2014 9:31 pm
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 27362

Radar scanning (and re-scanning) speed

Hi everyone, I was wondering if the speed of the radars had any chance of being tweaked in some future : I really find extremely long the time it takes for my radars to rescan completely all the area surrounding my base. I mean it's so slow that they never spot new spawns before I discover them myse...
by Koub
Tue Jun 10, 2014 7:50 pm
Forum: Not a bug
Topic: nevermind, not a bug :) tooltip on elec drill
Replies: 2
Views: 1840

Re: [0.10.0] harmless, just a wrong tooltip on elec drill

It's 5x5 : 3x3 is the actual drill size, plus 1 tile all around of mining area :

M = Mining area
D = Drill

Code: Select all

MMMMM
MDDDM
MDDDM
MDDDM
MMMMM
by Koub
Tue Jun 10, 2014 7:02 pm
Forum: General discussion
Topic: 2^x vs y*10^x
Replies: 62
Views: 18223

Re: 2^x vs y*10^x

Yeah I still remember when I was trying to take 100 items from a chest with stacks of 256 and struggling. I am emotionnaly attached to the 2^x, but I'll be nonest, I have 10 fingers, not 16, and apart from endlessly splitting stacks down to 1, 2^x has no added value. Note : I'd love now to have the ...
by Koub
Fri Jun 06, 2014 6:52 am
Forum: General discussion
Topic: Working with pipes - valves, Tees, etc.
Replies: 4
Views: 2567

Re: Working with pipes - valves, Tees, etc.

Your pipes automatically make 'T' like junctions placed appropriately

Concerning your question ... it's a rather vast and the answer lies in many places : youtube tutorials, posts in this forum, ... a little use of a search engine will give you more answers than you'll be able to process ^^
by Koub
Tue Jun 03, 2014 7:16 pm
Forum: Ideas and Suggestions
Topic: automatically chop trees when building something
Replies: 6
Views: 2604

Re: automatically chop trees when building something

Poison capsule is yummy too :mrgreen:
by Koub
Tue Jun 03, 2014 10:52 am
Forum: Ideas and Suggestions
Topic: Auto-move the avatar when trying to build out of range.
Replies: 5
Views: 11345

Re: Auto-move the avatar when trying to build out of range.

You're probably right. However, I think that when these RTS command center and robots will have been added, if they are not available before a very long research path, they'll arrive "too late" to improve that very specific part of the game.
by Koub
Tue Jun 03, 2014 5:32 am
Forum: Ideas and Suggestions
Topic: Auto-move the avatar when trying to build out of range.
Replies: 5
Views: 11345

Re: Auto-move the avatar when trying to build out of range.

I admit that I have the exact same problem, I tend to focus on my mouse cursor, forgetting my char is not at the same position, and then buzzz >.<.
I'd love if an auto-goto place option was added.
by Koub
Mon Jun 02, 2014 9:21 pm
Forum: General discussion
Topic: So i have an issue with the alien things
Replies: 23
Views: 9450

Re: So i have an issue with the alien things

There is also something I have learnt while playing : if you try to play green style (produce minimally, try to research solar panel and replace all your steam boilers as soon as possible with 0 emission clean electricity, ...) you'll end up losing the race against time : because even with 0 polluti...
by Koub
Mon Jun 02, 2014 10:56 am
Forum: Pending
Topic: [0.9.8] boost::filesystem::remove_all: Acc
Replies: 1
Views: 3693

[0.9.8] boost::filesystem::remove_all: Acc

Hi, I will first write down the exact way I use the game as I don't know yet which step(s) lead to the bug. Startup of my computer. I Launch manually Factorio (last version, I use the .zip version extracted in F:\Factorio_Win32_0.9.8\Factorio_0.9.8.9400). I am asked if I want updates, I click on &qu...
by Koub
Sun Jun 01, 2014 2:27 pm
Forum: Gameplay Help
Topic: Can't automate Boiler's?
Replies: 4
Views: 5613

Re: Can't automate Boiler's?

You have automated them. The inserters will start to insert when the number of coal pieces get lower than 5 (if I recall correctly). And only the number of needed boilers will consume coal to boil the water.
by Koub
Sun Jun 01, 2014 7:08 am
Forum: Gameplay Help
Topic: Need Help with Roboports
Replies: 7
Views: 2345

Re: Need Help with Roboports

It's (too) easy to have some structures damaged : take your shotgun, fire on a structure, and voilà ! Bug-free damage 8-)
by Koub
Sat May 31, 2014 5:31 pm
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 24000

Re: "Free belt system" versus "belt circuit"

I wouldn't mind if higher tier belts had some sort of upkeep. But as always (or at least as most often), the hardest part of the game is the beginning imho. The moment when every single bit of resource counts. I think it would be OK for people who have been playing alpha for months (years ?) and who...
by Koub
Sat May 31, 2014 7:13 am
Forum: Ideas and Suggestions
Topic: planes and such
Replies: 2
Views: 1951

Re: planes and such

Great idea ! However, I would prefer something like a helicopter, which would allow stationary flight

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