-Minor Bug-
I was expanding the area of my base both covered by roboports and reinforced concrete and noticed feint white vertical and horizontal lines in the blueprints which change position depending on what zoom level I am on.
I initially thought that it was outlining the chunks however they ...
Search found 43 matches
- Thu Jun 21, 2018 11:59 am
- Forum: Minor issues
- Topic: [0.16.51] Faint lines on flooring blueprint
- Replies: 1
- Views: 1657
- Fri Jun 16, 2017 1:55 pm
- Forum: General discussion
- Topic: Robot Battery Research
- Replies: 15
- Views: 9093
Re: Robot Battery Research
I'd just like it if the devs put in an option that (should your power armour be speced out right/enough to allow it) would allow normal construction or logistics bots to charge off you if you have personal roboports equipped. They still cant be dispatched or retrieved automatically from your ...
- Fri Jun 16, 2017 1:50 pm
- Forum: General discussion
- Topic: Factorio 2 dev
- Replies: 37
- Views: 21702
Re: Factorio 2 dev
What is DLC?
I like the idea of factorio in space
Makes me just think of factorio but you spawn on an asteroid and have to also balance oxygen and later on jet pack fuel and instead of having land fill to get more area to work with you either build platforms off the asteroid or light bridges to ...
I like the idea of factorio in space
Makes me just think of factorio but you spawn on an asteroid and have to also balance oxygen and later on jet pack fuel and instead of having land fill to get more area to work with you either build platforms off the asteroid or light bridges to ...
- Fri Nov 11, 2016 3:02 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 138133
Re: Friday Facts #164 - Nuclear power
With regards to the storing of heat/energy for transport, what about make it possible to produce molten salt then barrel it in some sort of upgraded 'insulated' barrel for transport. I have no idea if it is exactly what you guys would like but I know they are experimenting with molten salt instead ...
- Sat Sep 03, 2016 11:55 am
- Forum: Ideas and Suggestions
- Topic: New Campaign Idea
- Replies: 3
- Views: 1684
Re: New Campaign Idea
There's a little about it in the base campaign, but I admit that there could be more about setting up a proper multi train network with signals. Still have no idea what point the more expensive block signal is meant to do over the standard signal....
- Fri Aug 26, 2016 7:46 am
- Forum: Ideas and Suggestions
- Topic: Display robot range when ghost building rail
- Replies: 5
- Views: 2409
Re: Display robot range when ghost building rail
Personally I think it would be nice if there was a hot key for toggling the robot range overlay. Have to get my deconstruction planner out half the time when checking if things are in range.
- Wed Aug 24, 2016 11:02 am
- Forum: Implemented Suggestions
- Topic: Fast Upgrade (Belt->Splitters, Small Chests -> Bigger Chests... etc.)
- Replies: 13
- Views: 8655
Re: Fast Upgrade (Belt->Splitters, Small Chests -> Bigger Chests... etc.)
What about some way of designating belts/splitters/etc. so that when placed, robots will use the most advanced belts you have on you for those places.
ie, furnace layout with ore on the outside, coal in the middle, and plates on each side of the coal belt. Plates and ore would be designated ...
ie, furnace layout with ore on the outside, coal in the middle, and plates on each side of the coal belt. Plates and ore would be designated ...
- Wed Aug 24, 2016 10:52 am
- Forum: Ideas and Suggestions
- Topic: Burner inserter tweak
- Replies: 2
- Views: 1742
Re: Burner inserter tweak
But what should the burner insterter prioritize with regards to fuel consumption? Coal and wood both have varying degrees of rarity in the early game when burner inserters are still being actively used (as most people seem to go directly for normal inserters to power everything).
Also, surely it ...
Also, surely it ...
- Tue Aug 23, 2016 9:18 am
- Forum: Ideas and Requests For Mods
- Topic: Draisine!!!!
- Replies: 7
- Views: 2649
Re: Draisine!!!!
While a hand cart could be fun, outside its use for shunting (something done by next to nobody) I see almost no use for it what-so-ever. If you want to travel short distances might as well run or just carry a train and some cheap fuel like wood or coal, and just drive there. Not to mention trains ...
- Mon Aug 22, 2016 9:56 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Ideas Around Energy Production: Solar, Wind, Water, Nuclear, Fusion ...
- Replies: 3
- Views: 5254
- Mon Aug 22, 2016 8:18 am
- Forum: Ideas and Suggestions
- Topic: Reactors multi block structures
- Replies: 5
- Views: 3906
Re: Reactors multi block structures
Open pool reactors are used almost exclusively for research purposes due to how bad a radiation blocker water is, so are usually pretty weak. Good for research, thats about it.
- Mon Aug 22, 2016 8:01 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Multiblock
- Replies: 4
- Views: 3002
Re: Nuclear Multiblock
Here is an idea to limit this a little and possibly make it more realistic.
Lets pretend that a new 'factorissimo' like building was added (for sake of argument, reactor casing). Inside this building only specialized machinery can be placed (reactor parts, fuel refining, shielded belts (stops ...
Lets pretend that a new 'factorissimo' like building was added (for sake of argument, reactor casing). Inside this building only specialized machinery can be placed (reactor parts, fuel refining, shielded belts (stops ...
- Mon Aug 22, 2016 7:43 am
- Forum: Ideas and Suggestions
- Topic: More information
- Replies: 4
- Views: 2642
Re: More information
Do you mean a count down timer on what you are hand crafting? There kinda already is.
Or do you mean the ability to see EVERYTHING that you are setting up to craft once the two rows are full? In which case press the down arrow to show everything.
Or do you mean the ability to see EVERYTHING that you are setting up to craft once the two rows are full? In which case press the down arrow to show everything.
- Mon Aug 22, 2016 7:41 am
- Forum: Ideas and Suggestions
- Topic: Sports Tank
- Replies: 1
- Views: 1317
Sports Tank
There seems to be several suggestions for up-gunned and up-armored tanks, but after stumbling upon a video showing off the 'Ripsaw EV2" ( https://youtu.be/P5FjZUwe000 ) which is essentially a bulldozer/tank on steroids. I noticed that there are few suggestions for fast off road travel (with the car ...
- Sun Aug 21, 2016 12:46 pm
- Forum: Ideas and Suggestions
- Topic: How to make the rocket silo gameplay relevant
- Replies: 3
- Views: 2355
Re: How to make the rocket silo gameplay relevant
I proposed a couple of similar ideas a few weeks after this without seeing this, shamelessly linking my post but the reply's look to be the sort of thing your'e looking for: viewtopic.php?f=6&t=31164
- Sun Aug 21, 2016 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Warns when not Fitting into Inventory
- Replies: 3
- Views: 1773
Re: Deconstruction Warns when not Fitting into Inventory
Possibly make it so that construction robots will place items that cant fit in your inventory inside nearby chests?
Just have some limitations such as that it must be within range of your robo port, must either be empty or contain the items being deconstructed when the tiles to be deconstructed are ...
Just have some limitations such as that it must be within range of your robo port, must either be empty or contain the items being deconstructed when the tiles to be deconstructed are ...
- Sun Aug 21, 2016 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Reactors multi block structures
- Replies: 5
- Views: 3906
Re: Reactors multi block structures
The ability to build massive or tiny reactors would be amazing. Though I am not sure how easy it would be to design a modular sprite without limiting the reactors to specific sizes and then having the inputs/outputs defined by the placement of the blocks, not actually effecting the look of the ...
- Sun Aug 21, 2016 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Warns when not Fitting into Inventory
- Replies: 3
- Views: 1773
Re: Deconstruction Warns when not Fitting into Inventory
Possibly make it so that construction robots will place items that cant fit in your inventory inside nearby chests?
Just have some limitations such as that it must be within range of your robo port, must either be empty or contain the items being deconstructed when the tiles to be deconstructed ...
Just have some limitations such as that it must be within range of your robo port, must either be empty or contain the items being deconstructed when the tiles to be deconstructed ...
- Sun Aug 21, 2016 1:22 am
- Forum: Ideas and Suggestions
- Topic: Hidden Oil
- Replies: 4
- Views: 3226
Re: Hidden Oil
This should be a challenge instead of just put down another pumpjack on grass.
I think more at a drill platform where you need to insert new drills every other time.
I was originally thinking of having the radar pick up the oil as of it was a hidden ore patch (think hidden undreground coal but ...
I think more at a drill platform where you need to insert new drills every other time.
I was originally thinking of having the radar pick up the oil as of it was a hidden ore patch (think hidden undreground coal but ...
- Sun Aug 21, 2016 1:11 am
- Forum: Ideas and Suggestions
- Topic: Jet pack
- Replies: 4
- Views: 3229
Re: Jet pack
*sarcastic voice/stuck up voice*
Look at this scrublord, obviously not addicted enough to this game to know the EXACT stack sizes of late game items at a point where their handling is almost entirely automated. Gah, casuals. :P
*sanity returned*
Nobody can blame you for spitballing numbers ...
Look at this scrublord, obviously not addicted enough to this game to know the EXACT stack sizes of late game items at a point where their handling is almost entirely automated. Gah, casuals. :P
*sanity returned*
Nobody can blame you for spitballing numbers ...