Why everyone is concentrating on underground hack when smart inserters can perform similar function in legit way?
They do work. In fact, it is the only purpose I've really found for them. From a pure depth-vs-complexity view I'd rather add this item and remove smart inserters. I think that would ...
Search found 8 matches
- Sat May 17, 2014 5:21 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 25919
- Sat May 17, 2014 4:53 am
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 33
- Views: 24174
Re: Assign Near/Far on Inserter
Makes sense, this seems like a design choice to me. After all small but surmountable problems is the very thing that makes this game fun.ssilk wrote:No, declined, this is already a mod (wide & near inserters): https://forums.factorio.com/forum/vie ... =14&t=3403
- Sat May 17, 2014 4:47 am
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 7222
Re: Showing turret range
Yes, this is a good idea.
Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
I think it'd be nice to use the same modules as now for everything that can be chipped, and just adjusted so they fit.
Efficiency: + range, - firing speed
Speed: + firing speed ...
Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
I think it'd be nice to use the same modules as now for everything that can be chipped, and just adjusted so they fit.
Efficiency: + range, - firing speed
Speed: + firing speed ...
- Sat May 17, 2014 4:43 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 25919
Re: Half Belt Splitter
Ok, first off, whatch this video on depth vs. complexity: https://www.youtube.com/watch?v=jVL4st0blGU
This is needed to understand what I mean by depth and complexity, and how my opinion formed.
The way I see it, this is adding a part that is specifically designed to do something you can already ...
This is needed to understand what I mean by depth and complexity, and how my opinion formed.
The way I see it, this is adding a part that is specifically designed to do something you can already ...
- Sat May 10, 2014 3:42 pm
- Forum: Implemented Suggestions
- Topic: Dutch translations
- Replies: 1
- Views: 1227
Re: Dutch translations
You should probably head over tothis part of the forum, it deals with translations. I believe the translations are (partially?) crowd-sourced, so you could probably pitch in if you'd like.
- Fri May 09, 2014 10:25 pm
- Forum: Ideas and Suggestions
- Topic: New Locomotives and Wagons, More Trains.
- Replies: 8
- Views: 7544
Re: More Trains.
"Diesel train" doesn't fit the functionality.Drury wrote:Steam trains don't fit the theme.
- Sat May 03, 2014 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Additions to the train system.
- Replies: 33
- Views: 20430
Re: Additions to the train system.
Thanks. I just noticed it was mentioned earlier in the thread, so sorry about that.
- Sat May 03, 2014 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Additions to the train system.
- Replies: 33
- Views: 20430
Re: Additions to the train system.
I really like the idea of a tanker wagon, the electric rail (with or without power transport) and the two new locomotive types. I think it would substantially improve the feel of the railway networks.
Also, where could I find that roadmap mentioned?
Also, where could I find that roadmap mentioned?