Search found 142 matches
- Sun Jan 04, 2015 5:05 pm
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 15156
Re: Rail yard speed limits
Better solution : make fast moving train audible from longer distance (optionally: only if player is close to rails) Here are some problems with this solution: It doesn't work for deaf people. Who cares [*]It doesn't indicate which line, or which direction the train is coming from. Who cares. All y...
- Fri Jan 02, 2015 10:53 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 7226
Re: Stop / sleep button for assemblers / etc
Not sure why you singled me out, but okay. You said that it is a good idea and you want it implemented, and it was my ragequit moment. It's hard to read "Suggestions" subforum, because many people posting here don't think too much about things they suggest. Yes, pause icon in the Alt view...
- Fri Jan 02, 2015 8:52 am
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 15156
Re: Rail yard speed limits
Problem : It is hard to tell if train is coming Solution you propose : add another in-game item to slow down trains in certain area It doesn't solve the problem, just create a work-around (e.g. crossing tracks in any other area would still be dangerous) If you want trains to move slowly, just add 1...
- Fri Jan 02, 2015 8:13 am
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 7460
Re: More levels of robot speed research
The top-end robot speed isn't insanely fast yet, and the robots (particularly construction robots) can take a while to travel across a large base. So why not add a few more robot speed upgrades? Because you want to brute-force bad layout to work fast by using research button. We have DyTech for that.
- Fri Jan 02, 2015 8:10 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 7226
Re: Stop / sleep button for assemblers / etc
This is a good idea, although I think its usefulness is limited. Either way, I'd like to see it implemented. +1 Would you like to guess which ones of 50 assemblers on the screen are not working because they don't have enough materials, and which ones are turned off? Because there is no way to tell ...
- Fri Jan 02, 2015 7:56 am
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 70224
Re: Can the player be killed by train? (Train kills?!)
I like the current behavior.
Early game, the train is deadly, but you don't have many of them.
Late game, train crashes into you and you walk away because of power armor.
Early game, the train is deadly, but you don't have many of them.
Late game, train crashes into you and you walk away because of power armor.
- Sun Dec 14, 2014 7:26 pm
- Forum: Gameplay Help
- Topic: Making Power armor?
- Replies: 12
- Views: 4979
Re: Making Power armor?
Yes, sorry about thatLordFedora wrote:I believe that he is referring to the 6 slots, although he appears to have not read the OP, as the problem is stack size not slot number
- Sun Dec 14, 2014 2:44 pm
- Forum: Gameplay Help
- Topic: Making Power armor?
- Replies: 12
- Views: 4979
Re: Making Power armor?
...or you could download 0.11.6, where it has been fixed
- Thu Dec 11, 2014 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Expanded Low/No Pollution Machines [Expansion]
- Replies: 13
- Views: 6938
Re: Expanded Low/No Pollution Machines [Expansion]
would people find it useful if the boilers are so inefficient? Electric boiler should have ~100% efficiency, like it's real-life counterpart. Losses occur in the steam engine. Conventional solar/accu farm: -expensive -occupy a lot of space Solar+electric Boiler+steam engine -less efficient -cheap -...
- Thu Dec 11, 2014 10:43 am
- Forum: Ideas and Suggestions
- Topic: Expanded Low/No Pollution Machines [Expansion]
- Replies: 13
- Views: 6938
Re: Expanded Low/No Pollution Machines [Expansion]
1 liquid tank with 100C˚water is equal to 42 accumulators.Rahjital wrote: Would anyone really use it if it was a net loss, though?
- Wed Dec 10, 2014 3:05 pm
- Forum: Not a bug
- Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
- Replies: 9
- Views: 5669
Re: [0.11.x] Transfering fuel into Car/Tank trunk broken
it's still a bit tricky to drive the car that near to the inserters. Nah, car is fine, but driving TANK into refueling station without squishing a pair of inserters - that's what I call tricky. Although [ Long inserter | Wall | Tank ] alleviate this problem. Back to the topic - it is bad design dec...
- Wed Dec 10, 2014 2:12 pm
- Forum: General discussion
- Topic: Tutorial for Belt Speed, Density and Throughput
- Replies: 3
- Views: 4960
Re: Tutorial for Belt Speed, Density and Throughput
Great video. Everything is spot on. A lot of seasoned players mess up terms and have trouble distinguishing throughput and speed in they let's plays. BTW here is the test facility for benchmarking relative throughput (save attached to the first post) https://forums.factorio.com/forum/viewtopic.php?f...
- Wed Dec 10, 2014 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Expanded Low/No Pollution Machines [Expansion]
- Replies: 13
- Views: 6938
Re: Expanded Low/No Pollution Machines
+1 to electric boiler and end-game variation of a steam engine with more watt/tile.
- Wed Dec 10, 2014 12:10 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] higher contrast pollution colour on map
- Replies: 10
- Views: 6772
Re: [Request] higher contrast pollution colour on map
If you are on the Mac, you can press Cmd+Ctrl+Alt+8 to invert colors.
- Tue Dec 09, 2014 10:56 am
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 27301
Re: [MOD 0.10.x] Straight world (1.0.0)
Links to screenshots are broken.
- Tue Dec 09, 2014 10:45 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Compound (Tiny, Efficient, Modular)
- Replies: 11
- Views: 13988
Re: The Compound (Tiny, Efficient, Modular)
Wow, this is the coolest thing I've seen so far.
It should be included in the screenshots on the official website.
It should be included in the screenshots on the official website.
- Mon Dec 08, 2014 9:46 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 31893
Re: Rocket Defense Assembling Facility
What are these numbers?Lee_newsum wrote:to make 1 Rocket defense
Code: Select all
Petroleum Gas 3710 Coal 1370 Iron Plate 3755 Copper plate 6428
- Mon Dec 08, 2014 9:34 pm
- Forum: General discussion
- Topic: Curvy Track Beat Skinny Track [Edit: Results Under Review]
- Replies: 10
- Views: 3994
Re: Curvy Track Beat Skinny Track in Throughput and Compress
Imagine belt that is missing one piece in the middle. Inserters fill it with items until it's full. It will look like this: >xxxxxxxxxxxx >>>>>>>>>> On the left you have maximum compression, on the right you have empty track. Items are laying as close to each other as they can. They can't be any clo...
- Mon Dec 08, 2014 8:54 pm
- Forum: General discussion
- Topic: Curvy Track Beat Skinny Track [Edit: Results Under Review]
- Replies: 10
- Views: 3994
Re: Curvy Track Beat Skinny Track in Throughput and Compress
You did not test nor for throughput, nor for compression, just for speed.
- Mon Dec 08, 2014 12:57 pm
- Forum: General discussion
- Topic: Belt buffers
- Replies: 37
- Views: 44027
Re: Belt buffers
According to numbers from the wiki , this buffer can support 3 RDH factory, but, according to this calculator , it is 1 RDH, which seems more feasible to me. On the other hand, copper usage numbers from Cordylus indicate that it is 3 RDH indeed (if Cordylus is right about his factory performance)