Search found 39 matches
- Mon Jul 14, 2014 2:59 pm
- Forum: Not a bug
- Topic: Accumulator can't be connected to more than one grid.
- Replies: 7
- Views: 3803
Re: Accumulator can't be connected to more than one grid.
Also somewhat related. If you want to prioritise stored energy above steam generators, check the wiki (works great for me): https://forums.factorio.com/wiki/inde ... ailable.3F
- Sat Jul 12, 2014 10:30 am
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 37574
Re: Laser Turrets need upkeep
I think the unlimited power from solar panels and accumulators has a simple solution: - accumulators need power to run when they are used OR they don't return the full amount of energy back (perhaps 75%) - the addition of weather would influence the solar power production. One of the main disadvanta...
- Tue Jul 08, 2014 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Smarter Trains βΈ
- Replies: 7
- Views: 20658
Re: Smarter Trains
It could be done with a different approach too => make signals linkable to the circuit and logistics network
- Mon Jul 07, 2014 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Three things to change in Logistic network
- Replies: 9
- Views: 19984
Re: Three things to change in Logistic network
Technically you'ld only need AND, OR and NOT. NAND, NOR, XOR and XNOR can be made with the 3 basics already.
- Thu Jul 03, 2014 6:39 pm
- Forum: Implemented Suggestions
- Topic: Decrease size of substation collision box
- Replies: 8
- Views: 3176
Re: Decrease size of Substation
Perhaps he could change the title too: "Decrease size of substation collision box"
- Thu Jul 03, 2014 6:37 pm
- Forum: Gameplay Help
- Topic: Distributing Repair Packs via Logistics Network
- Replies: 4
- Views: 3191
Re: Distributing Repair Packs via Logistics Network
It seems the logistic network still needs a bit of finetuning.
- Thu Jul 03, 2014 12:22 am
- Forum: Ideas and Suggestions
- Topic: Allow interaction with UI even when paused
- Replies: 21
- Views: 6575
Re: Allow interaction with UI even when paused
I agree, you should be able to read different things while the game is paused. (recipes, research, item stats,...)
You could also find these things on the wiki, but it would just be easier when you can acces them ingame without it having to run.
You could also find these things on the wiki, but it would just be easier when you can acces them ingame without it having to run.
- Thu Jul 03, 2014 12:18 am
- Forum: Outdated/Not implemented
- Topic: Petroleum Gas conversions to Oil Products βΈ
- Replies: 7
- Views: 10521
Re: Petroleum Gas conversions to Oil Products
This would be usefull of more uses for light and heavy oil are added to the game. For now you wouldn't need it.
- Wed Jul 02, 2014 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Want to buy Tunnels for Trains / Railway Tunnels
- Replies: 36
- Views: 16849
Re: Want to buy Tunnels for Trains / Railway Tunnels
If the tracks are one way only, he only needs 8 signals. be carfeull to put them in the right direction though! Another and IMO better solution would be path based signals like in OTTD. With this kind of signals trains only have to stop if they would end up on the same piece of track, meaning that t...
- Wed Jul 02, 2014 2:10 pm
- Forum: Implemented Suggestions
- Topic: Quick Moving of Buildings with Blueprints
- Replies: 10
- Views: 9539
Re: Quick Moving of Buildings with Blueprints
Good idea, I have had to move my train station a few times already and this would make that easier.
Now you'ld have to deconstruct and wait till (almost) everything is removed before you can reconstruct (if the plans have overlap).
Now you'ld have to deconstruct and wait till (almost) everything is removed before you can reconstruct (if the plans have overlap).
- Tue Jul 01, 2014 10:56 pm
- Forum: Technical Help
- Topic: End Game? sandbox
- Replies: 4
- Views: 7601
Re: End Game? sandbox
I hope they do it like most sandboxes: you get a victory screen, but you can continue to play
- Tue Jul 01, 2014 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Want to buy Tunnels for Trains / Railway Tunnels
- Replies: 36
- Views: 16849
Re: Want to buy Tunnels for Trains / Railway Tunnels
Solution for now: you need to put 8 signals on the incoming and outoing tracks. Don't put signals in the middle, that will cause deadlock. Still, bridges/tunnels could be usefull, but the ramps would have to be long to be realistic. Therefore, the next thing people will ask: curved bridges/tunnels a...
- Tue Jul 01, 2014 2:34 pm
- Forum: General discussion
- Topic: two belts on one tile width
- Replies: 21
- Views: 13556
Re: two belts on one tile width
Then you don't even have to cross pipes. Much luck in finding working layouts. :) for me this is just a side effect of a needed game mechanics. The game is 2D, but the reality is 3D and that has many reasons and one is, that you can cross pipes or whatever, cause they cross in different depth . I d...
- Sun Jun 29, 2014 12:41 am
- Forum: General discussion
- Topic: two belts on one tile width
- Replies: 21
- Views: 13556
Re: two belts on one tile width
To me this sort of looks like cheating, so I won't use it. I even make sure that I don't have crossing underground belts.
- Tue Jun 24, 2014 11:28 pm
- Forum: Show your Creations
- Topic: Optimized: 26x Advanced Circuite AM
- Replies: 4
- Views: 5294
Re: Optimized: 26x Advanced Circuite AM
Why did you put so many fast inserters to feed the Advanced Circuit factories with copper cable? Are you using speed modules?
- Mon Jun 23, 2014 6:55 pm
- Forum: Show your Creations
- Topic: The motherland must expand!
- Replies: 25
- Views: 10914
Re: The motherland must expand!
How do you prevent new bases from spawining behind your wall?
- Mon Jun 23, 2014 1:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Packing/Unpacking Assembly
- Replies: 5
- Views: 5324
Re: Packing/Unpacking Assembly
Belts are pretty cheap, so this will propably not be used very much. The only reason I see that would make this usefull is to balance amounts of different goods on a single belt. (f.e., electronic circuits, copper cable and plastic bars in a 1/1/2 balance for advanced circuit production)
- Mon Jun 23, 2014 2:07 am
- Forum: Implemented Suggestions
- Topic: Request for logistics robots
- Replies: 5
- Views: 3043
Re: Request for logistics robots
I have a different suggestion relating to logistics robots: I would like logistic robots to be able to put modules in factories. I guess it would have to work with some sort of template, f.e.: upgrade all Copper Cable producing level 3 assemblers with one energy effectivity level 2 and one productiv...
- Sun Jun 22, 2014 12:04 pm
- Forum: General discussion
- Topic: Speed and Productivity vs Efficiency Moduls
- Replies: 2
- Views: 3679
Re: Speed and Productivity vs Efficiency Moduls
That's why effectivity modules aren't meant to be used alone. Use them with a speed or productivity module to counter the large energy consumption and pollution that those last two modules create.
- Sat Jun 21, 2014 1:04 am
- Forum: Balancing
- Topic: Why are electric furnaces so expensive?
- Replies: 53
- Views: 53658
Re: Why are electric furnaces so expensive?
You shouldn't feel so strong about other people using coal, it's just virtual coal.
Also, the game is still in alpha, so players should experiment and try weird unexpected things to test balance and find possible bugs.
Also, the game is still in alpha, so players should experiment and try weird unexpected things to test balance and find possible bugs.