press 'P'
it shows you consumption and production per second for your stuff, i think that's what you need
Search found 242 matches
- Fri Aug 08, 2014 12:08 am
- Forum: Implemented Suggestions
- Topic: Total material usage
- Replies: 2
- Views: 2217
- Sun Jul 06, 2014 12:55 am
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3978
Re: Keeping Settlers Happy (Fireworks, End Game)
yea, but for freezer and stun turrets to not be OP they would have to have a reduced effect each time they hit a given targetsciencemile wrote:In Tower Defense terms I guess those would be the Freezer-Turrets.
- Sun Jul 06, 2014 12:55 am
- Forum: Implemented Suggestions
- Topic: Logistics Statistics Screen
- Replies: 1
- Views: 3470
Logistics Statistics Screen
idea goes like this, press L and if you're in a logistics network then information from the network is provided, this could just be a full list of what items are in the system(because i like to keep misc items in my storage, but that means that the logistics tool tip is too crowded to show ...
- Sun Jul 06, 2014 12:23 am
- Forum: Ideas and Suggestions
- Topic: Keeping Settlers Happy (Fireworks, End Game)
- Replies: 8
- Views: 3978
Re: Keeping Settlers Happy (Fireworks, End Game)
to kill the fun it could be made into a practical item, like a flashbang turret.....
it could either stun or scare away the biters, place them over areas you don't have defence for but don't want the biters to go. they can't be perfect to prevent repulsor wall spam etc, but if they stun or scare the ...
it could either stun or scare away the biters, place them over areas you don't have defence for but don't want the biters to go. they can't be perfect to prevent repulsor wall spam etc, but if they stun or scare the ...
- Mon Jun 30, 2014 10:56 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 166
- Views: 332427
Re: You know you play Factorio too much when...
you think the great wall of china is would be better with laser turrets
- Mon Jun 30, 2014 10:46 pm
- Forum: Ideas and Suggestions
- Topic: Power Units
- Replies: 4
- Views: 2455
Power Units
basically a barrel of energy.
made with batteries steel copper and plastic (or something else idk) it could be a 1 item stack which has a charged and uncharged version, works besides a charging station which either charges at the cost of energy or discharges to produce it, instead of long power ...
made with batteries steel copper and plastic (or something else idk) it could be a 1 item stack which has a charged and uncharged version, works besides a charging station which either charges at the cost of energy or discharges to produce it, instead of long power ...
- Mon Jun 30, 2014 10:36 pm
- Forum: Ideas and Suggestions
- Topic: surveillance planes??
- Replies: 8
- Views: 4680
Re: surveillance planes??
scout drones? which upgrade to assault drones and bomber drones later? (attack would use bullets for ammo and bombers would hold a rocket) add a combat drone bay and any drones put in it would automatically patrol that area, it could even be an upgraded form of radar
- Mon Jun 30, 2014 10:33 pm
- Forum: Ideas and Suggestions
- Topic: 17+ IDEAS to make FACTORIO an even more AWESOME game!
- Replies: 8
- Views: 8214
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
1.) Underground-Layer(s)
interesting idea, at most i would have 1 under ground layer, but if i had the choice between another layer and limited terraforming i would choose terraforming
2.) Orbital- & Lunar-Layer
pretty much the same as above
3.1.) Deep Drilling
IMO this would work well with ...
interesting idea, at most i would have 1 under ground layer, but if i had the choice between another layer and limited terraforming i would choose terraforming
2.) Orbital- & Lunar-Layer
pretty much the same as above
3.1.) Deep Drilling
IMO this would work well with ...
- Wed Jun 25, 2014 11:25 am
- Forum: Show your Creations
- Topic: New Let's Play Series
- Replies: 12
- Views: 7435
Re: New Let's Play Series
just a few (hopefully) friendly suggestions.
you said that you would spend a few minutes planning things out before your next episode, which is really good. the saying measure twice cut once works here i think, its better to double check than to take your base apart due to one small detail.
so yea ...
you said that you would spend a few minutes planning things out before your next episode, which is really good. the saying measure twice cut once works here i think, its better to double check than to take your base apart due to one small detail.
so yea ...
- Wed Jun 25, 2014 6:38 am
- Forum: Balancing
- Topic: Locomotive fuel usage
- Replies: 14
- Views: 23130
Re: Locomotive fuel usage
This is right, but there is no reason for not copy the drag behavior. Ok, there are much more important this. But: The unrealistic behavior is not part of gameplaybalancing. It wouldnt change much. Only be more intuitiv.
i think i can see where you're coming from but i disagree, the trains ...
i think i can see where you're coming from but i disagree, the trains ...
- Wed Jun 25, 2014 3:21 am
- Forum: Ideas and Suggestions
- Topic: Large Bridge Cranes
- Replies: 38
- Views: 39833
Re: Large Bridge Cranes
So basically make trains cars and wagons only build capable in an assembler like engines,
Or have them built in a Vehicle yard, then have cranes which can then place them and maybe flatbed wagons to ship vehicles by train.
For added bonus you could have artillery rounds for long range cannons ...
Or have them built in a Vehicle yard, then have cranes which can then place them and maybe flatbed wagons to ship vehicles by train.
For added bonus you could have artillery rounds for long range cannons ...
- Wed Jun 25, 2014 3:11 am
- Forum: Ideas and Suggestions
- Topic: Liquid Logistics. Add liquids to your Logistics System.
- Replies: 2
- Views: 4062
Re: Liquid Logistics. Add liquids to your Logistics System.
i would prefer liquid tanks for trains and the ability to put any liquid into barrels.
would sort me out just fine and it would let you barrel up whatever and move it by drone
would sort me out just fine and it would let you barrel up whatever and move it by drone
- Wed Jun 25, 2014 2:52 am
- Forum: Not a bug
- Topic: [0.10.1] Issue with train loading
- Replies: 7
- Views: 10934
Re: [0.10.1] Issue with train loading
each carraige can have 4 inserters per side, i would say just use one item type per inserter Max
- Fri Jun 13, 2014 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: Large island
- Replies: 17
- Views: 15124
Re: Large island
for those who spawn on land too small for any entities maybe update the initial inventory to include enough wood for a single raft which moves painfully slowlykovarex wrote:Moved to known issues.
It will be solved eventually when the player gets a boat.
- Fri Jun 13, 2014 9:40 am
- Forum: General discussion
- Topic: Refinery
- Replies: 8
- Views: 4732
Re: Refinery
okay, what i noticed was that even though you have basic refining recipe you have it set up for advanced oil processing.
now i KNOW that IRL adding water to things like that at the wrong part could ruin the process, BUT in the game could the incorrect starting input affect it at all?
if the answer ...
now i KNOW that IRL adding water to things like that at the wrong part could ruin the process, BUT in the game could the incorrect starting input affect it at all?
if the answer ...
- Sun Jun 01, 2014 6:53 am
- Forum: Ideas and Suggestions
- Topic: Item stand
- Replies: 7
- Views: 5797
Re: Item stand
i would like a kind of map beacon, you place it and put 1-4 items in it and it displays those on the map(similar image style to BP's)
small usage of power and it acts like a GPS tag, and if you go to the map and mouse over it could have some display txt that you can choose (i.e "Primary Mine" with ...
small usage of power and it acts like a GPS tag, and if you go to the map and mouse over it could have some display txt that you can choose (i.e "Primary Mine" with ...
- Mon Apr 14, 2014 12:34 pm
- Forum: Gameplay Help
- Topic: 2 Newbie questions
- Replies: 3
- Views: 3975
Re: The trees are annoying
starting area is clear of enemies and has guaranteed startup resources if i recall correctly
- Sat Apr 12, 2014 1:30 pm
- Forum: Off topic
- Topic: Sooo very offtopic :)
- Replies: 18
- Views: 16420
Re: Sooo very offtopic :)
thats just cruel.
i know i will regret it, but unforgiving curiosity is worse than future regret
Pm it?
i know i will regret it, but unforgiving curiosity is worse than future regret
Pm it?
- Sun Apr 06, 2014 6:51 am
- Forum: Implemented Suggestions
- Topic: blueprints should not have to require miners to be on minera
- Replies: 9
- Views: 5523
Re: blueprints should not have to require miners to be on mi
the ability to exclude things in BP placing could be useful.
i.e
holding shift when placing BP could simply place all the items that can be placed while excluding items which are red.
but i agree with slay_mithros
i use a modular design, usually with several versions
first version is the most ...
i.e
holding shift when placing BP could simply place all the items that can be placed while excluding items which are red.
but i agree with slay_mithros
i use a modular design, usually with several versions
first version is the most ...
- Sat Mar 29, 2014 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Filling of tanks
- Replies: 5
- Views: 2536
Re: Filling of tanks
so, like adding a scale on the display on alt veiw to show the 5 full it is?