Search found 141 matches
- Fri Feb 20, 2015 3:16 am
- Forum: Releases
- Topic: Version 0.11.16
- Replies: 69
- Views: 66865
Re: Version 0.11.16
Not sure if this is a bug or always been the case I have not played since sept I guess it was. http://i.imgur.com/RgC6UBE.png Not sure who is redefining gravity. But the chest should be 1 tile down not there :) Only that orientation looks wrong. With the other facings, the box covers the output and...
- Thu Jul 31, 2014 11:28 am
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) ☸
- Replies: 59
- Views: 27247
Re: Tree Behavior Proposal
On a delay after being damaged.Khyron wrote:Call me crazy, but maybe trees can just hide their health bar.
- Thu Jul 31, 2014 11:24 am
- Forum: Outdated/Not implemented
- Topic: Half-turn Inserters
- Replies: 6
- Views: 3928
Re: Half-turn Inserters
What if you just select the pickup and dropoff tiles from an UI you get by interacting with an advanced full-range inserter? This way you can configure it however you like. It could start out with only 1 tile range and no filter/network capabilities, but you could research upgrades to increase the r...
- Wed Jul 30, 2014 2:02 am
- Forum: General discussion
- Topic: Current content vs Final content
- Replies: 15
- Views: 6751
Re: Current content vs Final content
But FishSandwich has a good point about mods... 8-) We already have some nice ones. I know F-mod adds some new resources. Dytech has a lot more machinery in it and can bring in more automation. Bob's mods popped up while I was on a break, but it looks like it adds about 10 new ores. They also seem ...
- Wed Jul 30, 2014 1:36 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 14106
Re: Disconnect roboports from logistic network
The game is eminently solvable with a much, much smaller and simpler base, regardless of resource settings (building resource outposts is unrelated). Repeat: This is true for normal settings, but with low resources it is not. Or when your goal isn't to 'beat' the game, but to make cool factories an...
- Sun Jul 27, 2014 10:04 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 29839
Re: Get rid of Pickaxe tool
What about modular tools then? If armor can have it, the functionality can certainly be expanded to tools.
Stripping this out of the game offers no benefit at all, yet would remove a lot of potential modability.
Stripping this out of the game offers no benefit at all, yet would remove a lot of potential modability.
- Sun Jul 27, 2014 7:02 pm
- Forum: Gameplay Help
- Topic: Question regarding Train Pathing Logic
- Replies: 5
- Views: 2839
Re: Question regarding Train Pathing Logic
Signals on the wrong side of the track?
- Sun Jul 27, 2014 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Liquid splitter
- Replies: 14
- Views: 9040
Re: Liquid splitter
This is what pumps are for. Pumps don't split evenly, they pull all the fluid up to a fixed amount (0.5 'units'). The problem with that is most fluids don't achieve or maintain that rate of flow. A liquid splitter would be somewhat precise on dividing the fluid regardless of how much is flowing thr...
- Sun Jul 27, 2014 6:47 pm
- Forum: Ideas and Suggestions
- Topic: high priority logistic provider chest
- Replies: 8
- Views: 4078
Re: high priority logistic provider chest
Could a priority system be combined with https://forums.factorio.com/forum/vie ... f=6&t=5007 ?
- Sun Jul 27, 2014 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 14106
Re: Disconnect roboports from logistic network
Do you mean disconnecting it from the surrounding roboports much the same way you can disconnect power poles?
- Sun Jul 27, 2014 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Make roboport available for logistic connecting
- Replies: 6
- Views: 3553
Re: Make roboport available for logistic connecting
I don't really use the slots on the roboports. I see that as a secondary feature for isolated outposts. Bots will pickup repairpacks from storage and provider chests within the network it is connected to.
- Sun Jul 27, 2014 6:28 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 29839
Re: Get rid of Pickaxe tool
Again, that only applies to the core game. Couldn't the same be said for the armor slot? They are all just direct upgrades, so should we remove it too?
- Sat Jul 26, 2014 7:37 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 29839
Re: Get rid of Pickaxe tool
The way it is now allows for future upgrades and more flexibility with mods. If not already there, a tool tag should be added to objects. The source tool would need the same tags (one or all?) as the target object in order to operate. Expanding the mod functionality of the tool slot would let modder...
- Fri Jul 25, 2014 5:57 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 29839
Re: Get rid of Pickaxe tool
If we remove the pickaxe, how would we mine without any drills?
- Tue Jul 22, 2014 7:10 am
- Forum: Gameplay Help
- Topic: How to connect robot network with logistic network?
- Replies: 20
- Views: 12005
Re: How to connect robot network with logistic network?
like this http://en.wikipedia.org/wiki/Finite-state_machine
It is entirely possible to build slightly sophisticated electronics in the game, from a simple binary calculator to a programmable production, sorting, and delivery system.
It is entirely possible to build slightly sophisticated electronics in the game, from a simple binary calculator to a programmable production, sorting, and delivery system.
- Sun Jul 20, 2014 6:42 pm
- Forum: Gameplay Help
- Topic: How to connect robot network with logistic network?
- Replies: 20
- Views: 12005
Re: How to connect robot network with logistic network?
Neotix, logic gates are the way to accomplish this at the moment. You could also try to design and build a FSM that manages your factories production.
- Sun Jul 13, 2014 12:21 am
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 40070
Re: Laser Turrets need upkeep
We just need a larger variety of enemies with different resistances. I don't think anything has any armor or resistance to laser damage. While paper, rock, scissors damage schemas are fairly common, it is still one of the best ways to balance out the superiority of certain weapons. Strengths and wea...
- Sun Jul 13, 2014 12:06 am
- Forum: Ideas and Suggestions
- Topic: Replace all logistic (and smart) chest with a single chest
- Replies: 21
- Views: 8505
Re: Replace all logistic (and smart) chest with a single che
It's a cool idea, but I also like being able to tell what a chest is at a glance. Multiple chests add a little bit of complexity, but also give great visual feedback to the player.
- Sun Jul 13, 2014 12:03 am
- Forum: Ideas and Suggestions
- Topic: Faster Player Crafting
- Replies: 19
- Views: 7131
Re: Faster Player Crafting
I'd like to see player crafting restricted to 1 or 2 component items and the basic assembly machine able to take 3. I've tried a no hand-crafting challenge and it was a lot of fun while strengthening the core gameplay. Some recipes would need to be adjusted for the start (You need AM2 to build AM1 r...
- Tue Mar 18, 2014 3:38 am
- Forum: Gameplay Help
- Topic: Saves and replays
- Replies: 20
- Views: 27450
Re: Saves and replays
Replays are disabled at the moment. I believe I read it was sync issues and that we'll likely get it fixed as a work up to multiplayer.