Search found 40 matches

by Ace_W
Fri Jan 11, 2019 2:31 pm
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 32
Views: 11236

Re: How old are the players of Factorio

36 and still goin strong. Lol
by Ace_W
Fri Jan 11, 2019 1:09 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 60
Views: 2332

Re: Did no one else notice massive nerf of tank in 0.17?

I think a lot of it boils down to how the tank gets squishy in the late game vs the mrk II power armor. What if we made the vehicle grid the end all of the tank? We get something on the par of an oversized version of the mrk2 armor, say 16x20. Have an "early game" engine block (solid fuel burner or ...
by Ace_W
Fri Jan 04, 2019 6:50 pm
Forum: Balancing
Topic: All turrets should require circuits
Replies: 12
Views: 346

Re: All turrets should require circuits

The only thing I think is, if going by this logic, all turrets would also need power. The purpose of the gun turret is to not use power, so it does not use electronic circuits. we have magic eternal unpowered transport belts.... and your complaining about unpowered turrets? I do agree with OP thoug...
by Ace_W
Fri Dec 21, 2018 2:00 am
Forum: Ideas and Suggestions
Topic: Electric boilers or furnaces
Replies: 6
Views: 230

Re: Electric boilers or furnaces

https://i.imgur.com/IYMfklu.gif Yeah. I understand. *pats shoulder* I thought it might be an idea to add electric boilers or make the electric furnaces able to input water to create steam for the steam engines. I realize there are solar power but its heavily nerfed and very ratio dependent. Ok. Whe...
by Ace_W
Fri Dec 14, 2018 2:57 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 20
Views: 586

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network? I make very rarely bot networks at my mining outposts and never during endgame phase when there is hundreds of miners. But I see your idea. It is not big work to put storage c...
by Ace_W
Wed Dec 12, 2018 5:14 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 20
Views: 586

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Reading Amarula's post, I am reminded that there is at least one solid exception... automatic removal of uranium ore mining drills could break the sulfuric acid supply pipeline . I believe that the mod does that specifically for uranium mines for that reason. That said, you can probably run a pipe ...
by Ace_W
Wed Nov 28, 2018 12:29 pm
Forum: Ideas and Suggestions
Topic: Portable steam engine
Replies: 11
Views: 374

Re: Portable steam engine

Mash wrote:
Wed Nov 28, 2018 11:31 am
Required material; burner inserter? (recycle unused item)
Plus pipes, a red circuit or five, some steel, and maybe a boiler.
by Ace_W
Tue Nov 27, 2018 12:34 pm
Forum: Balancing
Topic: Shotgun causes knockback
Replies: 5
Views: 255

Re: Shotgun causes knockback

ggrnd0 wrote:
Tue Nov 27, 2018 10:37 am
If shortgun will knockback biters.

Player also must has knockback effect.

So shortgun can be used to run faster XD
"TURBO BOOST!!!"
by Ace_W
Tue Oct 30, 2018 12:37 pm
Forum: Ideas and Suggestions
Topic: Reloading weapons
Replies: 3
Views: 167

Re: Reloading weapons

darkfrei wrote:
Tue Oct 30, 2018 8:39 am
+1
Just add another one preparing time "reload_time" to all ammo weapons, by default is 0.
And optional for deathworld is a full couple of seconds. :P
by Ace_W
Fri Oct 26, 2018 4:51 am
Forum: Gameplay Help
Topic: Express train lanes?
Replies: 29
Views: 1225

Re: Express train lanes?

Off topic: I wonder. Could we get a signal that mimics the station penalty but not act as a signal? Or a way to force a chain signal or rail signal to do the same via the circuit network. It sounds like it's possible to do in game. As for designating a "fast lane" you could abuse chain signals with ...
by Ace_W
Fri Oct 26, 2018 4:39 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 84
Views: 3921

Re: New Achievement Ideas

There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode. Harder than hard : Set hard mode/ marathon and actually increase the difficulty. Still have to launch that rocket though. ;) Duct tape for eve...
by Ace_W
Fri Oct 26, 2018 4:13 am
Forum: Won't fix.
Topic: [0.16.51] Build-order effecting what gets power
Replies: 2
Views: 259

Re: [0.16.51] Build-order effecting what gets power

Interesting. Perhaps this can be used in a warning system. Will investigate when i can.
by Ace_W
Fri Oct 26, 2018 4:05 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 1710

Re: Artillery train nest clearing strategy

I use a resupply train for outpost ammo. The last car is an artillery wagon, which at every outpost delivers a small resupply of shells. 10-20 depending on settings. These are the resupply for a small amount of static artillery points. Usually 2-6 depending on how close to the frontline they are. Au...
by Ace_W
Fri Oct 26, 2018 3:47 am
Forum: Off topic
Topic: A Danger of Factorio
Replies: 9
Views: 4028

Re: A Danger of Factorio

What is this "Lunch" you speak of?
by Ace_W
Mon Oct 15, 2018 4:09 pm
Forum: Ideas and Suggestions
Topic: Important functionality missing: SpawnRelocation
Replies: 6
Views: 263

Re: Important functionality missing: SpawnRelocation

A placeable beacon? Something to mark "spawn here!" And you could have several.

One near ammo and admit storage. Or the mall.
by Ace_W
Sun Jul 15, 2018 6:49 pm
Forum: Ideas and Suggestions
Topic: better fuel -> faster furnace?
Replies: 6
Views: 371

Re: better fuel -> faster furnace?

I'd use a different additive percentage. That way your not using something like the top speed/acceleration percentages. Something brand new added on would be better i think. A furnace variable. So you can run either an electric furnace heavily beaconed, or a nuclear fuel powered steel furnace. Maybe...
by Ace_W
Mon Jul 09, 2018 5:52 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 4840

Re: Whats your current game goal?

Beat a RSO expensive recipe run. Post a possible general purpose outpost build here soon.
by Ace_W
Tue Jun 12, 2018 9:41 pm
Forum: Show your Creations
Topic: My 1000 science per minute casual "megabase"
Replies: 7
Views: 3219

Re: My 1000 science per minute casual "megabase"

Stuff goes in, science comes out.

I like it! Very big congrats on reaching you goal!

How many bootstrap bases did you go through?
by Ace_W
Fri Feb 02, 2018 10:14 pm
Forum: General discussion
Topic: Deleting spawners within a radius?
Replies: 3
Views: 407

Re: Deleting spawners within a radius?

You can do this in game with artillery ;)
by Ace_W
Mon Jan 15, 2018 8:16 pm
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 7379

Re: Mining Outpost, how do you make them?

At first its a couple of gun turrets loaded with a stack of ammo in support of each other. Then it's a large power pole with a ring of laser turrets. Final solution is walking off a choke point and supplying it by train. With a mix of gun and laser turrets. Mining itself is standard rows and belts, ...

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