I had hoped for something a little less... vagueMooncat wrote:About belts: https://www.factorio.com/blog/post/fff-160Maybe there is hope?Enhancement to the belt building mechanics, so building by dragging makes continuous belt.
Search found 181 matches
- Fri Mar 10, 2017 6:16 pm
- Forum: General discussion
- Topic: Smart rotation for belts and blue prints
- Replies: 9
- Views: 3807
Re: Smart rotation for belts and blue prints
- Fri Mar 10, 2017 5:36 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 38921
Re: Friday Facts #181 - Calm before the storm
"Calm before the storm" So that's what you eventually went with?
Alright then *takes deep breath before reading*.
Alright then *takes deep breath before reading*.
- Fri Mar 10, 2017 5:24 pm
- Forum: General discussion
- Topic: Smart rotation for belts and blue prints
- Replies: 9
- Views: 3807
Re: Smart rotation for belts and blue prints
Lot's of people / bots lurking but no ideas, eh? Perhaps it hasn't been brought up before after all...
- Fri Mar 10, 2017 2:34 am
- Forum: General discussion
- Topic: Smart rotation for belts and blue prints
- Replies: 9
- Views: 3807
Smart rotation for belts and blue prints
This simply has to have been brought up before but I was wondering what the general response was. Is there any chance we will see something along these lines at any time? To be specific, what I'm talking about is a new control mechanic for the core game which makes rotating belts easier and allows u...
- Thu Mar 09, 2017 11:31 am
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26777
Re: Which turrets are best?
No defenses are infallible. That's what the alarms are for. When the biters start chewing a hole in your defenses it's time to pay attention. Personally I find it important to have defenses that don't cause alarms to go off if everything is working properly, that is there should be enough dakka to ...
- Sun Mar 05, 2017 3:43 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26777
Re: Which turrets are best?
What about flamethrower turrets? Those have been covered a few posts ago. I want to add another experience with them though. Since combining them with other turrets usually just means they will hit nothing but thin air I tested a perimeter with just flmaethrowers as defense. The interesting part is...
- Fri Mar 03, 2017 2:29 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 68566
Re: Friday Facts #180 - Map interaction
I have a request for the new map feature "Custom Tags". I'm sorry if this has already been brought up before me but I don't have the time to read all replies right now. Would it possible to make tags which are shared by all players? I.e. if I setup a tag "should make a mine here"...
- Tue Feb 28, 2017 8:03 pm
- Forum: General discussion
- Topic: what do we do when 0.15 happens?
- Replies: 11
- Views: 4807
Re: what do we do when 0.15 happens?
Yeah, I guess strictly speaking there are exams that I should pass...
- Fri Feb 24, 2017 9:24 pm
- Forum: General discussion
- Topic: what do we do when 0.15 happens?
- Replies: 11
- Views: 4807
Re: what do we do when 0.15 happens?
If any of you guys get kicked outta your home when 0.15 happens or you just want to meet people to play with I can rent out the the top 3 shelves of my utility closet. Enough room to stretch your legs and shared DSL.
- Fri Feb 24, 2017 8:58 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 53883
Re: Friday Facts #179 - New resource graphics & concrete
Stunning. I'd be absolutely stunned if the final result is really meant to pop up with a 3d like effect over other entities such as belts just the way it does in this picture https://eu1.factorio.com/assets/img/blog/fff-179-3-copper-others.png That is just gorgeous. As for feedback is there any chan...
- Thu Feb 23, 2017 7:21 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9534
Re: Barrels post-tanker?
Wouldn't it be cool if you could use barrels of sulfuric acid to make blue chips directly? Not sure how hard it would be to implement as you would probably need 2 recipes (1 pipe based and 1 barrel based with empty barrel output) Going down this road would render pipes utterly redundant. I'd be ok ...
- Wed Feb 22, 2017 5:20 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9534
Re: Barrels post-tanker?
Going down this road would render pipes utterly redundant.Nich wrote:Wouldn't it be cool if you could use barrels of sulfuric acid to make blue chips directly? Not sure how hard it would be to implement as you would probably need 2 recipes (1 pipe based and 1 barrel based with empty barrel output)
- Tue Feb 21, 2017 7:59 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26777
Re: Which turrets are best?
Gun turrets have a neat DPS on paper but the physical damage resistance of behemoth biters makes them obsolete. They also lack the range to properly deal with spitters which has the same effect much earlier in the game. Additionally, setting up the logistics to supply a wall of gun turrets outside y...
- Tue Feb 21, 2017 7:35 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9534
Re: Barrels post-tanker?
I'm still gonna need barrels in order to transport fluids via logistic network. The most important part of it though is that you can basically use barrels as a replacement for magazines for flamethrower turrets. Otherwise, there would be no elegant way to supply remote FT turrets or properly dose th...
- Thu Feb 02, 2017 11:26 pm
- Forum: General discussion
- Topic: can we get a countdown to 0.15?
- Replies: 32
- Views: 12825
Re: can we get a countdown to 0.15?
Am I the only one expecting 0.15 not before the end of feb?
- Fri Jan 27, 2017 4:34 pm
- Forum: General discussion
- Topic: Thoughts on proposed Nuclear
- Replies: 12
- Views: 6780
Re: Thoughts on proposed Nuclear
Fascinating post. Way to get people interested into technology. Seriously, I'd love to attend you giving a lecture about this. :D Regarding the power generated by nuclear plants, I have some ideas on that from a gamedesign perspective but they are likely not gonna be popular (or possible) because I ...
- Wed Jan 18, 2017 5:36 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27970
Re: The sad state of circuit logic
I just think you grossly misunderstood what I suggest on how to improve circuit logic. Is trying to set that straight really off topic?
- Wed Jan 18, 2017 4:11 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27970
Re: The sad state of circuit logic
I would prefer if use of circuits with reactors was instead strictly optional. Like reactors working perfectly fine without any circuit control, but with some degree of fuel waste. And with circuits the fuel waste can be minimized. Now there would be two choices to minimize fuel usage: the adjacenc...
- Wed Jan 18, 2017 2:17 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27970
Re: The sad state of circuit logic
Huh. That's an unexpected outlash. If you only care about real performance gains then circuits are not for you. Simple as that. Go back to spamming robots, beacons and train systems. Did you actually just turn "go play factorio" into an insult? Really? Was that necessary? I need your help ...
- Wed Jan 18, 2017 12:42 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27970
Re: The sad state of circuit logic
There are many reasons to use circuits. Some are more accessible. Like oil cracking, or backup steam power. They are easy because the involve a static decision: IF condition THEN action. At worst you need hysteresis so something like: IF condition1 THEN enable_action, IF condition2 THEN disable_act...