Please no, when I'm dropping walls while building a defense perimeter while under attack the last thing I want is the about dead wall in my inventory to be placed down.
Maybe with a hotkey.
Search found 300 matches
- Fri Jul 10, 2015 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Drag-placing a damaged object should place damaged objects f
- Replies: 5
- Views: 2216
- Thu Jul 09, 2015 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 16768
Re: Safe Rail Crossing
Love the idea and your model of how you think they should work is spot on. In reality it should be pretty simple to implement (simple is relative to how complex other parts of the game are)
- Tue Jul 07, 2015 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network priority
- Replies: 22
- Views: 30417
Re: Logistic network priority
Latest with 0.13 you can put the power supply of the labs to a separate network and switch that in/off as you like. Turning lab power on/off doesn't really have much to do with logistics network priority. You are still going to end up with those resources being sent to those requestor chest while t...
- Tue Jul 07, 2015 11:50 pm
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 20681
Re: Cargo wagons need more slots
If you do your signaling correctly at intersections you only get slowdowns / stoppages if the trains physically cross the same track. While this is true, it only works well with small nimble trains that can handle stopping multiple times. Larger trains suffer greatly at a crossing, and many crossin...
- Mon Jul 06, 2015 12:00 am
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 20681
Re: Cargo wagons need more slots
The biggest weak point of the train system are the intersections. Large numbers of trains have to stop at a crossway, which cripples their speed and is only really viable for small nimble trains. If a large train has to stop, you lose a ton of time and fuel as it has to pick up speed again, never m...
- Sat Jul 04, 2015 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Continents
- Replies: 12
- Views: 7064
Re: Continents
I would love this to be the case. Separate continents would be great, massive shipyards to move products form one to the other etc.
+1 great idea
+1 great idea
- Fri Jul 03, 2015 2:48 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network priority
- Replies: 22
- Views: 30417
Re: Logistic network priority
I totally agree with this suggestion. Prioritizing items makes so much sense. I have 3 production lines, First line is for Item X that when I need it I need that item to take priority over other, say ammo for turrets. 2nd line makes Turrets, not as important as making more ammo but when I need them ...
- Wed Jul 01, 2015 10:54 pm
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26344
Re: Evolution and turrests
Absurd firepower matters for high biter settings, where the map turns into a solid wall of red. The player can definitely shotgun his way through the 1-5 nest clusters that normal settings produce. Higher settings have you face 20, 50 or more nests at the same time. Overall the map settings aren't ...
- Fri Jun 19, 2015 8:41 pm
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 51865
Re: Friday Facts #91 - Being the evil guy
Sucks that you are having to push features back, but at least you aren't dropping them. I do know myself and many others are very (im)patiently waiting for the 0.12 performance improvements. Really hard getting my 1 RDP / Min base going with the current model.
As always thanks for the update!!!
As always thanks for the update!!!
- Thu Jun 18, 2015 9:09 pm
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 20681
Re: Cargo wagons need more slots
I like the limit on the train car size. Moving product should take more space than storing it. If train cars are too large it can make moving product too trivial, too small and everything becomes a pain. At this time it feels about right to me.
- Mon Jun 15, 2015 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Factorio for Hololens
- Replies: 2
- Views: 958
Factorio for Hololens
This game would be PERFECT for MS Hololens. I think the devs could fit it in in their spare time!!! ![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Fri Jun 12, 2015 4:36 pm
- Forum: News
- Topic: Friday Facts #90 - Trying to be on schedule
- Replies: 24
- Views: 27714
Re: Friday Facts #90 - Trying to be on schedule
Short but good notes. Really looking forward to 0.12.
- Thu Jun 11, 2015 5:23 am
- Forum: Balancing
- Topic: Spitters Damage Balancing.
- Replies: 8
- Views: 21912
Re: Spitters Damage Balancing.
With construction bots close they have no problem keeping them repaired. Not sure how you are having issues? I dont know how this helps the topic. also were did i say i was having any problems with them? this is more geared for early/mid game were you will not have bots to fix everything in time. I...
- Wed Jun 10, 2015 11:26 pm
- Forum: Balancing
- Topic: Spitters Damage Balancing.
- Replies: 8
- Views: 21912
Re: Spitters Damage Balancing.
With construction bots close they have no problem keeping them repaired. Not sure how you are having issues?
- Sat Jun 06, 2015 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Wood and coal fuel should yield less power and top speed
- Replies: 6
- Views: 3923
Re: Wood and coal fuel should yield less power and top speed
Isn't this handled just be increasing / decreasing the burn time of the fuels? Currently wood has less total power output then coal etc. So essentially are they already doing what you are asking?
- Sat Jun 06, 2015 6:44 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 61146
Re: Friday Facts #89 Timetables
...could we also get new ammo for gun turret? Like sniper style ammo that has more range, very low rate of fire and high damage? Combined with ... I see a lot of requests like this one... and don't get me wrong ofc it would be nice to have those things but don't you think it should be done via modd...
- Sat Jun 06, 2015 3:22 am
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 61146
Re: Friday Facts #89 Timetables
Why is there all this about gun turrets being so bad? It take 1/2 as many guns as lasers to hold a wall. They annihilate biters much faster than lasers. The only downside is they take ammo, but beyond that the guns are great and work very well. Balance out power issues and the lasers are taken care ...
- Tue Jun 02, 2015 8:50 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31719
Re: is effectivity module op?
... The point where your argument fails is that having high pollution will increase the difficulty. Sure you can handle small, hell maybe even medium biters no problem, but I can promise you that the large ones, in quantity, can easily overwhelm any laser defense system and put the rest of the base...
- Sun May 31, 2015 2:11 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31719
Re: is effectivity module op?
Why efficiency modules are not overpowered. Solar power is free, solar power is infinite, lasers turrets are powered for free , power is free. Thus biters and pollution don't matter. Power is irrelevant in this game due to free solar energy and thus anything dealing with it doesn't matter. Now runni...
- Sat May 30, 2015 2:50 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 80029
Re: Friday Facts #88 - Combinators
There's been a blueprint sharing/saving mod for many months now. Dunno if it's currently updated, but it's what I keep hearing people complain that they want in-game. Mods are nice and all, but I like many players in the game see this as a core feature that should be in the base game. At this point...