Search found 8 matches

by Ironmonk
Fri Oct 04, 2024 7:18 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 32046

Re: Friday Facts #431 - Gleba & Captivity

Dear Devs, it would be really NICE if you guys made available all unused assets (or at least some or most?) inside the factorio folders (or released as an asset mod?), so all modders with less artistic capabilities can make use of it in graphic poor mods.

Thank you very much
by Ironmonk
Sat Jul 27, 2024 5:47 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 22059

Re: Friday Facts #421 - Optimizations 2.0

So, it just occurred to me that if you zoom out the image with the lamps array, it kinda looks like a monster... probably a stealthy preview of new monsters?
by Ironmonk
Sun Apr 14, 2024 5:49 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 32666

Re: Friday Facts #406 - Space Age Music

The one I liked the most is Vulcanus. The sample for unknown planets are also to my liking. The one I didn't like at all is Fulgora... to the point that I will probably turn the music off when I'm at that planet. And this gave me the idea: Why you devs don't add individual music control for each pla...
by Ironmonk
Fri Nov 24, 2023 6:05 pm
Forum: Ideas and Suggestions
Topic: Space Age Suggestion: Combat planet
Replies: 4
Views: 1023

Re: Space Age Suggestion: Combat planet

a Tower Defense like planet could be interesting, and the resources could also be limited to loot from the enemy hordes.
by Ironmonk
Fri Nov 24, 2023 1:08 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 36199

Re: Friday Facts #386 - Vulcanus

my guess and hope is that there is 2 kinds of cliff explosives: - weak version for the soft rock-based cliffs present on Nauvis - strong version for the hard rock-based cliffs present on Vulcanus this way, getting rid of cliffs on Nauvis isn't postponed too much. I guess with the Thermal Vents it wi...
by Ironmonk
Fri Nov 10, 2023 5:45 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69989

Re: Friday Facts #384 - Combinators 2.0

I think it would be better to include the "stack size" directly on to the Arithmetic Combinator, so you can read a signal input and multiply it by its stack size directly, without the need for one additional entity.
by Ironmonk
Tue Sep 20, 2016 5:09 pm
Forum: Ideas and Suggestions
Topic: Combat Roboports
Replies: 5
Views: 2442

Re: Combat Roboports

I always thought that the Defender, Distractor and Destroyer robots should work this way instead of self-destruction after a time.

It would be much more interesting to house in a roboport all kinds of robots for different purposes, not just construction and logistic bots.
by Ironmonk
Mon Sep 19, 2016 7:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Bergius Process
Replies: 50
Views: 66090

Re: [MOD 0.12.x] Bergius Process

IMO this is the mod that most urgently needs to be added to the base game (except for fluid wagons and universal barrelling which are reportedly on track for 0.15 already). Without this mod, coal very suddenly morphs from an essential factory input into nearly useless trash when solar panels and el...

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