Search found 98 matches
- Tue Feb 03, 2015 11:36 am
- Forum: Balancing
- Topic: gun vs laser turret balance: play around with range
- Replies: 21
- Views: 21856
Re: gun vs laser turret balance: play around with range
I also think it is obvious that the defense that needs a more complex setup (gun turrets) should have appropriate advantages over the defense that is very simple (lasers). The energy consumption of laser turrets is nothing compared to the resources and infrastructure needed to make ammo and move it ...
- Tue Jan 27, 2015 10:35 am
- Forum: Ideas and Suggestions
- Topic: Buildings construct time.
- Replies: 11
- Views: 4272
Re: Buildings construct time.
I think it's a very positive aspect of the game, that the placement of objects is fast. actually, sometimes I wish, deconstructing was just as fast. Maybe for turrets, walls and the like, it makes sense to apply a delay until they are functioning, so it gets harder to use them for attacks. But then ...
- Tue Jan 27, 2015 10:30 am
- Forum: Show your Creations
- Topic: A good starting base, full scalability
- Replies: 7
- Views: 52401
Re: A good starting base, full scalability
Pretty nice layout! You could try to start using both sides of the belts, if you don't need a very high capacity. And instead of letting the branches go underground, you can let the main belts go underground, so you don't need so much free space between the lanes. For compact and relatively balanced...
- Fri Jan 23, 2015 11:31 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 49525
Re: Ropeway conveyor above the factory...
That's a pretty good summary. And the answer to these things depend on the function the ropeway should have in the game. Connect mining outposts over medium distances Boost general transport capacity in late-game Simplify transportation Provide a way to transport things across places where belts or ...
- Fri Jan 23, 2015 11:04 am
- Forum: Combinator Creations
- Topic: Logic Gates (Without Combinators!)
- Replies: 17
- Views: 25654
Re: Logic Gates
This is awesome. I especially like Neotix' seven segment display. There should be a LED object for this kind of stuff. Maybe even with configurable color. With this you could create a calculator that actually displays the result... I don't know if I could do that, but I'm sure someone eventually wil...
- Thu Jan 22, 2015 10:17 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 49525
Re: Ropeway conveyor above the factory...
The only problem about slow and long connections is that you have to wait for the first item to arrive. But you have to wait only once, so unless it takes like an hour, it doesn't really matter. I agree with hitzu. I don't get any satisfaction just out of seeing big numbers on the production screen....
- Wed Jan 21, 2015 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 49525
Re: Ropeway conveyor above the factory...
You don't have to care so much about transportation speed in factorio. If you have a constant flow of resources, what difference does it make wether it takes an item one second or a minute to get from a to b, as long as the throughput is high enough? In the end, it is a bit like teleportation, the w...
- Sat Jan 17, 2015 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Sources of rotational energy / Two forms of energy
- Replies: 7
- Views: 3602
Re: Sources of rotational energy / Two forms of energy
I feel like we had ideas like that before... This could be a whole new low tier. Everything would be powered by these spinning axles. However, after researching electricity you would have to tear your whole layout down, because the difference between a kinetic transmission network and a power grid w...
- Sat Jan 17, 2015 8:36 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 9507
Re: Changing rail recipe
you're right, that might become a problem if the pathfinding gets crazy...
so just make a recipe like 5 straight tracks -> 1 curved track. so you can create the curves as you need them.
so just make a recipe like 5 straight tracks -> 1 curved track. so you can create the curves as you need them.
- Sat Jan 17, 2015 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 49525
Re: Ropeway conveyor above the factory...
If one of these boxes can carry a full stack of anything, this system WILL replace trains. No need to lay tracks? No need to build complicated stations and signals? No problems with obstacles? It would be just too handy an powerful. Right now, there are three transportation systems. One is fast, one...
- Sat Jan 17, 2015 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Mobile building platform
- Replies: 4
- Views: 2075
Re: Mobile building platform
Actually a nice idea, but it comes with a lot of problems, I think. For one part, it might be a big change to how the game engine works. Then you would have to make sure this feature can't be exploited in ways that make the game pointless. And finally, there are practical problems, like how do you w...
- Sat Jan 17, 2015 5:25 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 9507
Re: Changing rail recipe
the 2 steel thingies I would say the two steel thingies are called "rails" and the whole thing is a piece of "railroad track" ;) Having seperate recipes and stacks for straight and curved rail is indeed annoying at times. why don't make the game turn layouts like the one on the ...
- Sat Jan 17, 2015 9:17 am
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 31893
Re: Rocket Defense Assembling Facility
interesting... have you tried using a combination of fast an long-handed? you can place a long handed inserter in front of a fast one. then you need a belt that puts items on the edge of the long-handed inserters tile, so the fast one can grab it. in the middle positions, this won't work, of course,...
- Fri Jan 16, 2015 7:40 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 31893
Re: Rocket Defense Assembling Facility
are two long handed inserters really faster than one fast inserter?
- Thu Jan 15, 2015 9:52 am
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 21740
Re: Automatic mining bases expansion (or eliminating the nee
The nice thing about not being able to move your entire factory so easily is that you get a reason to build a nice and big transportation network. If you could just pack everything and move to the next location, you will never have a reason to build train lines. think about it
- Tue Jan 13, 2015 10:16 am
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 21740
Re: Automatic mining bases expansion (or eliminating the nee
Resource fields should get bigger as the distance to the starting area increases. This way you are still forced to get out and explore, but you don't get to that point where your resource usage is so big that the fields deplete faster than you can connect others. If you go really far out you should ...
- Wed Jul 02, 2014 10:45 am
- Forum: Implemented Suggestions
- Topic: Quick Moving of Buildings with Blueprints
- Replies: 10
- Views: 10546
Re: Quick Moving of Buildings with Blueprints
a moving job item would be nice. just select an area, like for making a blueprint, and then select where you want it to be moved to. there could be a distance limit. so if you design a big factory and suddenly you notice you need more space at one point, you can easily move the whole thing.
- Mon Jun 30, 2014 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Challange mode
- Replies: 4
- Views: 2031
Re: Challange mode
this already exists, but only from the 20$ package upward
- Thu Jun 26, 2014 11:20 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 71928
Re: I made a calculator for all you OCD planners out there
absolutely great! i've been doing this on paper too. this will be much faster. a few suggestions: 1. enable horizontal scrolling. on my laptop. the recipe names don't have enough space. 2. have a button that allows to automatically set the production rate, so that you get one assembly for the final ...
- Wed Jun 25, 2014 10:05 am
- Forum: Implemented Suggestions
- Topic: Filtered deconstruction
- Replies: 5
- Views: 3599
Re: Filtered deconstruction
I was thinking about the same when I cut down a forest the other day
+1
+1