Search found 294 matches
- Fri Mar 12, 2021 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Personal and/or locker chests
- Replies: 7
- Views: 2912
Re: Personal and/or locker chests
In principle this is an interesting idea, but clearly you've already anticipated the problems it would create, in terms of a player creating a personal chest that gets in the way and no one else being able to remove it or interact with it. But if another player can destroy or otherwise interact wit...
- Mon Mar 08, 2021 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Personal and/or locker chests
- Replies: 7
- Views: 2912
Re: Personal and/or locker chests
e.g. for getting inventory empty to transport a ton of items like moving full chests of plates or similar from one place to another Well that is a temporary use, are you really worried the people you play with will loot your stuff in the couple minutes took to sort something out? And pretty rare ca...
- Thu Mar 04, 2021 9:23 am
- Forum: Ideas and Suggestions
- Topic: Personal and/or locker chests
- Replies: 7
- Views: 2912
Re: Personal and/or locker chests
I think the game should provide useful tools to servers as is as many run unmodded. But I agree, why would you want to empty out your inventory in the general case? Especially of items that are perhaps not mass produced (e.g. armour, equipment)? Factorio (at least without mods) also doesn't have a l...
- Sun Sep 06, 2020 3:17 am
- Forum: Gameplay Help
- Topic: SHould i belt every ingredient i need or use robots?
- Replies: 9
- Views: 2776
Re: SHould i belt every ingredient i need or use robots?
I always belt everything for science but bots does work. One of the big replay elements is deciding how to do it better next time, for example leaving plenty of space through the base with plenty of parallel "bus" belts to route everything you will need. With good enough organisation you c...
- Sat Sep 05, 2020 2:24 am
- Forum: Modding interface requests
- Topic: Fill an item stack from an inventory/container
- Replies: 1
- Views: 1515
Fill an item stack from an inventory/container
Filling a stack (or larger container) with content from other inventories has some pitfalls. LuaInventory.find_item_stack looks like a good start, but if the items in the inventory are not stacked as much as they could be, it needs to be called multiple times as items are removed. Additionally damag...
- Sat Jun 06, 2020 12:08 pm
- Forum: Gameplay Help
- Topic: multiple stations same name _ make trains to go all stations
- Replies: 11
- Views: 8569
Re: multiple stations same name _ make trains to go all stations
Yes, they go to the nearest station. You generally don't want multiple stations with the same name some distance apart, and multiple trains. Rather give each station in a different its own name and have separate trains. This shouldn't really take long, just have one name per ore patch, "iron 1&...
- Mon Jun 01, 2020 9:55 am
- Forum: Ideas and Suggestions
- Topic: Enhanced cheat mode GUI for "Sandbox"/creative
- Replies: 0
- Views: 1047
Enhanced cheat mode GUI for "Sandbox"/creative
TL;DR Give options for "creative" cheat tools a clear GUI without requiring mods or console commands. Either in sandbox or cheat mode generally. What ? The functionality exists in Factorio, but I'd like some GUI tweak to access the features in a place that is easy to find in-game. temp.pn...
- Mon Jun 01, 2020 2:04 am
- Forum: General discussion
- Topic: What are some good ways to make the first ~4 hours of a Factorio game fun?
- Replies: 16
- Views: 6820
Re: What are some good ways to make the first ~4 hours of a Factorio game fun?
I agree the pre-robot phase can get tiring doing dozens of times on a standard map with no special restrictions. If you want a challenge there, then you have there is no spoon / speed run, lazy bastard, deathworld, etc. If I just want to build a big factory a different way, I'll often cheat my way t...
- Sat May 30, 2020 8:41 pm
- Forum: Gameplay Help
- Topic: New player, handling mistakes?
- Replies: 4
- Views: 1603
Re: New player, handling mistakes?
Early game I just dump extra coal and ore into furnaces, plates into circuit assemblers, etc. You can ctrl-click and move the mouse over them to drain your inventory quickly. Later in the game get the "logistics robot"s, then on your character inventory screen you can shift-click items to ...
- Sat May 30, 2020 12:42 pm
- Forum: Gameplay Help
- Topic: need help with a combinator indicator set up
- Replies: 4
- Views: 1587
Re: need help with a combinator indicator set up
So a useful combinator feature to remember here is you can connect an output back to an input, and it will update once per tick (60 times a second). So if you were to have a constant "1" and a decider combinator set to "input count" it will start with that one then add one every ...
- Sat May 23, 2020 4:34 am
- Forum: General discussion
- Topic: 0.17 / 0.18 - What to put on the main bus?
- Replies: 22
- Views: 10016
Re: 0.17 / 0.18 - What to put on the main bus?
My biggest users of gears are red and blue belt production. And they really need their own dedicated gear production and plate delivery or you will starve everything else. This is still why I keep gears separate really. They basically need their own lanes or iron plates one way or the other, so it'...
- Wed May 20, 2020 8:27 am
- Forum: General discussion
- Topic: Why launch a rocket without a satellite?
- Replies: 10
- Views: 5386
Re: Why launch a rocket without a satellite?
Curious why the option to launch one without the satellite even exists as opposed to by design just forcing the player to have a satellite as yet one more of the requirements to launch a rocket? It counts as finishing the game for there is no spoon etc. In older versions true I think a completely e...
- Sat May 16, 2020 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Walls
- Replies: 1
- Views: 1165
Re: Walls
Also consider that for mid to late game the player should have construction bots, with their ability to repair and rapidly replace any walls, and you can have multiple layers of walls backed up by many turrets. Behemoths already struggle a lot against such stone wall defences (even assuming zero spa...
- Sat May 16, 2020 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Change how underground pipes work
- Replies: 3
- Views: 1355
Re: Change how underground pipes work
hmm, I think it would just be treated like other games where buildings are constructed in place rather than the entire thing being pre-made. In this case the "construction cost" would be 2 entrances + n pipes. But that really isn't the factorio way of doing things, nothing is built like th...
- Sat May 16, 2020 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Construction Robot issues that have been bugging me for ever and possible solutions
- Replies: 4
- Views: 2366
Re: Construction Robot issues that have been bugging me for ever and possible solutions
1: Getting robots quickly is itself a major step in any speed or time restricted run (there is no spoon, etc.). 2: This has come up many times. I guess the answer is the game isn't really about fighting and clearing biter nests isn't really meant to be hard, whichever way you want to do it. The bite...
- Thu May 14, 2020 3:33 pm
- Forum: Gameplay Help
- Topic: Personal Roboport Bots Acting Wonky with Repairs
- Replies: 13
- Views: 3532
Re: Personal Roboport Bots Acting Wonky with Repairs
I think they check only a certain number of possible ghosts and damaged buildings per tick/frame. If most of those are out of range or lack materials then the bots appear to do nothing while they go through the list.
- Thu May 14, 2020 2:43 pm
- Forum: Balancing
- Topic: Deathworld shouldn't be about time race
- Replies: 8
- Views: 6540
Re: Deathworld shouldn't be about time race
If deathworld was easier then people would want another harder standard setting. Not sure the devs want to add too many for a full difficulty range. You can customise it, I agree it could maybe indicate the effect of the time factor, but the other factors are too hard to account for as they are caus...
- Thu May 14, 2020 2:05 pm
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 1864
Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Prototypes are shared between all instances of an entity and are read-only unfortunately (I wouldn't mind ability to make arbitrary changes though, I was looking more at upgrading spawners/worms/etc. when I first looked at the create/destroy idea, since research can only effect very few stats).
- Thu May 14, 2020 11:15 am
- Forum: Gameplay Help
- Topic: How to change normal world into death world ?
- Replies: 3
- Views: 4384
Re: How to change normal world into death world ?
I don't think you can change the spawn rate for when exploring the map in an existing game, and even if you could, it wouldn't change already generated areas, especially the smaller starting area which you have already now built up.= You can boost the evolution to get medium/big/behemoth spawns soon...
- Thu May 14, 2020 10:03 am
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 1864
Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
You can do a fair bit with vehicles, but it relies heavily on Lua coding unfortunately, which massively limits scale (a small group of player stuff or a "boss", fine. as a common unit like normal biters/spitters? Forget it, you probably have a bunch of stuff to do per-unit per-tick.). Unit...