Search found 15 matches

by inthev01d
Mon Jun 09, 2014 8:14 pm
Forum: Ideas and Suggestions
Topic: Tree bots
Replies: 4
Views: 2280

Re: Tree bots

Also, there's the Treefarm mod available in the mods section of this forum.
by inthev01d
Sun Jun 08, 2014 1:55 pm
Forum: Ideas and Suggestions
Topic: Large Hadron Collider (atom smasher)(endgame)(portals,etc)
Replies: 5
Views: 3443

Re: Large Hadron Collider (atom smasher)(endgame)(portals,et

This makes sense story-wise, doing dangerous scientific experiments at a remote, biter-infested, otherwise uninteresting planet. That'd be an interesting freeplay goal - build up the accelerator and run your experiments, while defending against the native fauna. Maybe we neet to fire the particle be...
by inthev01d
Wed May 21, 2014 7:58 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 217375

Re: Peace with Aliens

Is anyone else imagining native tribes riding biters into battle? :D (Not a suggestion)

Edit: I have to say I really like calico's idea - or those scenarios where you defend your base / the planet from some sort of alien infestation (biters, rapidly growing fungus or whatever) in general.
by inthev01d
Thu May 15, 2014 9:51 pm
Forum: 1 / 0 magic
Topic: Very slow on linux 64
Replies: 19
Views: 18511

Re: Very slow on linux 64

How are you rotating the 2nd monitor? I use xrandr and everything works fine
by inthev01d
Wed May 14, 2014 10:14 pm
Forum: Ideas and Suggestions
Topic: Alien/Critter Overhaul
Replies: 8
Views: 5338

Re: Alien/Critter Overhaul

I have to say I kinda like the infestation idea in general. Imagine an alien organism like in Natural Selection 2, rapidly spreading over the surface of the planet and towards your base, which you have to defend using fire turrets or a ditch filled with burning stuff (that you have to constantly fee...
by inthev01d
Wed Apr 09, 2014 6:52 pm
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19194

Re: Outpost logistics

Alright, that method is actually working fairly decently as an interim solution until the developer comes up with something more robust. One very small thing that would likely be pretty easy to add would be to let us connect the Red/Green logistic network to a train station. When a train is at the ...
by inthev01d
Mon Apr 07, 2014 8:57 pm
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19194

Re: Outpost logistics

I've also had this problem and here's my current attempt to solve it: I haven't tried this yet because I currently have no time to play , but I'd like to hear your ideas about it! * Have a supply train with only one cargo wagon * Have two stations in your main base: ___ The first station simply unlo...
by inthev01d
Tue Apr 01, 2014 12:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.6] Blueprint: Buildings rotated after placement
Replies: 10
Views: 3740

Re: [0.9.6] Blueprint: Buildings rotated after placement

It's the whole blueprint, the components are rotated correctly. The assembers in the blueprint in my save would still work correctly when the bug occured, it's as if I had rotated everything again by pressing 'R'. I even used this or a similar blueprint in one case where this happened by trying diff...
by inthev01d
Tue Apr 01, 2014 1:59 am
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11147

Re: Blueprint catalogue (instead of putting BPs in inventory

Cool! :)
And I did not know that! Neat, thanks for the tip! Now that I know that I can simply update blueprints or even use temporary ones cleanly, my construction robot minions will probably have even more to do :)
by inthev01d
Mon Mar 31, 2014 11:05 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11147

Blueprint catalogue (instead of putting BPs in inventory)

First of all, let me congratulate on the awesomeness of Factorio - I can't remember staying up all night playing games (except for some LAN parties in my teen years), and this had me hooked for 12 hours straight when I first got it. :o I hope this is not something that was already discussed, but the...
by inthev01d
Mon Mar 31, 2014 10:21 pm
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 63569

Re: F to flip blueprint

I like this, sometimes if you simply rotate by 180 degrees you have belts going in the opposite direction of what you want and need to change the direction manually.
by inthev01d
Mon Mar 31, 2014 10:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.6] Blueprint: Buildings rotated after placement
Replies: 10
Views: 3740

Re: [0.9.6] Blueprint: Buildings rotated after placement

Ok this is puzzling… I tried reloading that save several times to make sure the bug persisted before I posted it, but didn't restart factorio. Now, after a reboot, it works fine for me too. Guess I should have tried that too before reporting, sorry… I did a search for similar problems and looked thr...
by inthev01d
Mon Mar 31, 2014 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.6] Blueprint: Buildings rotated after placement
Replies: 10
Views: 3740

[0.9.6] Blueprint: Buildings rotated after placement

For some blueprints, the rotation of the blueprint before placement is not the same as the buildings that are actually placed. It seems that the checks if the position is ok are done correctly, but after the left click that places the buildings they are rotated differently. One of the blueprints thi...
by inthev01d
Mon Mar 31, 2014 4:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.6] Unconnected curved rails in same block
Replies: 3
Views: 1957

[0.9.6] Unconnected curved rails in same block

I have two tracks placed closely together, one for each direction, like in openTTD, with signals placed in certain intervals to allow for multiple trains driving in the same direction. This works great for straight tracks, but at the curves both rails are in the same block. So if there's a train dri...

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