Search found 11 matches

by badminton
Sun May 18, 2014 4:58 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 27641

Re: Get rid of Pickaxe tool

Bobdafilter wrote: Leave the pick alone, you don't even use after the first 5 minutes why is it such a big deal?
You use it for the entire game.
It increases the mining speed when you pick up of all of your buildings, not just resources.
by badminton
Wed May 07, 2014 11:23 am
Forum: Balancing
Topic: Why are electric furnaces so expensive?
Replies: 53
Views: 54214

Re: Why are electric furnaces so expensive?

Because you can fit less burners in the same amount of space.
I don't think it's quite 33% less though because, depending on how your factory is arranged, you don't need a coal belt/arm loading an electric furnace. Which will save some space.
by badminton
Wed May 07, 2014 11:21 am
Forum: General discussion
Topic: Sleepless night
Replies: 17
Views: 6411

Re: Sleepless night

It definitely has that Civilization quality about it. Only instead of 'one more turn' it's 'I'll just tweak/add/research this, it'll only take a minute...' In my first couple of days playing I started a new base every time I got a research beaker automated. Get the red ones done; I can do better *st...
by badminton
Sun May 04, 2014 11:13 am
Forum: Balancing
Topic: Why are electric furnaces so expensive?
Replies: 53
Views: 54214

Re: Why are electric furnaces so expensive?

I like where they are now. Before the oil update I used to only build 3 or 4 stone and steel furnaces and go straight for electric and then expand with those. Now I'll go 5-6 hours before I get them or sometimes, like my last 40+ hour factory, I won't bother with them at all if I have a good supply ...
by badminton
Sat May 03, 2014 6:13 am
Forum: Ideas and Suggestions
Topic: wood, more uses , light bridges, weak walls
Replies: 9
Views: 5020

Re: wood, more uses , light bridges, weak walls

The problem with recipes using wood is that the base game can't automate wood production, meaning that you can't fully automate anything that requires wood. I think the idea would be to only have items that are 'disposable' early game conveniences or easily replaced with things that can be automate...
by badminton
Sat May 03, 2014 5:47 am
Forum: News
Topic: Friday Facts #32
Replies: 33
Views: 26371

Re: Friday Facts #32

Love it. I watched it twice more after reading about the mistakes you weren't happy with and I still can't see them :lol: Can't wait for those new particle effects, is the train really going to blow out steam when it stops? I don't remember seeing that come up on the forum but it's an awesome additi...
by badminton
Sun Apr 27, 2014 5:45 am
Forum: Implemented Suggestions
Topic: Transport Belts reworking
Replies: 17
Views: 6680

Re: Transport Belts reworking

What about the fact that to add a Buffer stop (Bumper) at all ends of Belts? That Bumper will be automatically set at the end of the Belt's path, and it will prevent object movement to the last line. And if you add the Belt to the zone between the two Belts, they will be connected like it work at n...
by badminton
Sun Apr 27, 2014 5:25 am
Forum: News
Topic: Factorio Facts #31
Replies: 34
Views: 31786

Re: Factorio Facts #31

The more we discuss it, the more we feel the game should be finished first for the steam. I personally felt, that with every update, the previous one was much worse experience. ... Did you get my point? If we continue with this few more iterations, there will be plenty of people, that would never p...
by badminton
Sat Apr 26, 2014 10:37 am
Forum: Resolved Problems and Bugs
Topic: [0.9.x] Can't manually rotate turrets.
Replies: 1
Views: 1063

[0.9.x] Can't manually rotate turrets.

I'm sure it used to be possible until a few updates ago, but the turret silhouette/ghost before being placed doesn't show the correct rotation (always pointing north) and turrets can't be rotated manually after they're placed (mouse hover + "r" key). This isn't a problem in the vanilla gam...
by badminton
Sat Apr 26, 2014 6:33 am
Forum: News
Topic: Factorio Facts #30
Replies: 15
Views: 23068

Re: Factorio Facts #30

Multiplayer would be awesome if the resources were found in larger chunks or veins but were further apart so that you could have one person maintaining the factory and others spreading out train lines to reach the distant ore. At the moment the small, scattered minerals aren't really worth bothering...
by badminton
Sat Apr 26, 2014 6:32 am
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 38986

Re: Make chemical plants choose the right liquid input

This would be handy, especially for lines of chemical plants. I usually end up with a huge network of above ground and underground pipes snaking all over the place trying to get fluids to the right inputs, it's ugly and hard to navigate when I'm running through :lol: It'd be so much neater to put ch...

Go to advanced search