Could give it tiltrotors to get a VTOL plane. Would probably make it easier to implement, at least...
Search found 214 matches
- Fri Jul 03, 2015 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 9873
- Fri Jun 26, 2015 5:49 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 53072
Re: Friday Facts #92 - Personal roboport
Hey, those turrets aren't rotating
- Tue Jun 16, 2015 6:21 pm
- Forum: Mods
- Topic: [0.11.x] Time Lapse Mod
- Replies: 31
- Views: 27562
Re: [0.11.x] Time Lapse Mod
Nice. What was the filesize for the screenshots/video?
- Tue Jun 16, 2015 8:14 am
- Forum: Ideas and Suggestions
- Topic: Guarantee resources in starting area
- Replies: 9
- Views: 4918
Re: Guarantee resources in starting area
Yeah this isn't nearly so bad with default resource settings, it's when I try to use low frequency/high richness for more train gameplay that it gets painful.
- Sun Jun 14, 2015 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Guarantee resources in starting area
- Replies: 9
- Views: 4918
Guarantee resources in starting area
I love the RSO mod, but the vanilla settings are capable enough at creating large patches of resources widely spread, so what makes RSO really work is how you are guaranteed to have a minimum amount of resources in the starting area, enough to reach trains and such. So if the Starting Area setting w...
- Sun Jun 14, 2015 9:15 am
- Forum: Mods
- Topic: [0.11.x] Time Lapse Mod
- Replies: 31
- Views: 27562
Re: [0.11.x] Time Lapse Mod
I'll settle for a low quality giffy, with my zoom set so far out it doesn't make much of a difference
http://www.gfycat.com/RelievedDentalHackee
http://www.gfycat.com/RelievedDentalHackee
- Sat Jun 13, 2015 9:01 pm
- Forum: Mods
- Topic: [0.11.x] Time Lapse Mod
- Replies: 31
- Views: 27562
Re: [0.11.x] Time Lapse Mod
Nice. Now the only question is, where can I upload a 300 MB animated PNG...?
- Sat Jun 13, 2015 12:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 229973
Re: [MOD 0.11.x] Autofill
I had a problem recently where it'd insert some item that then disappeared completely - I think it was stone or iron plates when placing a furnace. Does the mod check if the appropriate research has been done?
- Sat Jun 13, 2015 12:30 pm
- Forum: Mods
- Topic: [0.11.x] Time Lapse Mod
- Replies: 31
- Views: 27562
Re: [0.11.x] Time Lapse Mod
Sweet! Would it be possible to make it turn off nighttime briefly when it takes a shot? I'm using 0.1 zoom at the center to see how my base evolves throughout, but about a third of the shots are at night (natch), so it's hard to tell what's happened during those. It also seems to catch the floating ...
- Fri Jun 05, 2015 4:08 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 60665
Re: Friday Facts #89 Timetables
I'm guessing backwards compat is out then?
- Fri May 22, 2015 5:49 pm
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 35525
Re: Friday Facts #87 - Visitors
I'm not sure I'd use them if walking speed is the only effect...
- Fri Apr 10, 2015 4:16 pm
- Forum: News
- Topic: Friday Facts #81 - Chain signals
- Replies: 43
- Views: 43559
Re: Friday Facts #81 Chain signals
I'm trying to understand chain signals; do they have the same state as the next signal?
- Tue Apr 07, 2015 8:02 pm
- Forum: News
- Topic: Friday Facts #80 - Crazy start
- Replies: 49
- Views: 39182
Re: Friday Facts #80 - Crazy start
I suppose the simplest possible workaround/hack for the rocket is to make the screen brighten (from the rocket engine flames) until it can't be seen through before deleting the rocket and unbrightening.
- Mon Dec 22, 2014 10:14 am
- Forum: Gameplay Help
- Topic: Distributing repair packs
- Replies: 16
- Views: 18165
Re: Distributing repair packs
I was just thinking, what happens if you output into an active provider chest and limit by using a smart inserter tuned to the amount of repair packs in the logistics network?
- Tue Dec 16, 2014 8:33 pm
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 20902
Re: Force-place Incomplete Blueprints
Question is if anything else covered by the blueprint should be deconstructed. Could be useful if you've got some stray belts in the way, could be bad if you use some sort of repeating asymmetric pattern.
- Tue Dec 16, 2014 1:27 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 70552
Re: Friday Facts #64 The plans
I agree that the game shouldn't end end, but rather you get some cool final ability, like an orbital communication or weapons platform or something. If you've managed to get stuff into space it's probably safe to say the game is essentially over, so the ability to scout wherever you want or attack b...
- Tue Dec 16, 2014 12:55 pm
- Forum: General discussion
- Topic: Why is there even a final goal
- Replies: 12
- Views: 4200
Re: Why is there even a final goal
The supply challenge plays quite differently from regular Factorio, so no.
- Tue Dec 16, 2014 12:51 pm
- Forum: General discussion
- Topic: The Map Generator hates your guts, or dude where is my coal?
- Replies: 21
- Views: 23821
Re: The Map Generator hates your guts, or dude where is my c
I guess you could use the Resource Spawner Overhaul mod and turn off the new generation scheme, and only get the guaranteed starting resources? Haven't tried that myself.
- Sun Dec 14, 2014 12:58 pm
- Forum: Gameplay Help
- Topic: Building the belt-fed Gun Turret perimeter?
- Replies: 4
- Views: 2698
Re: Building the belt-fed Gun Turret perimeter?
Is your defensive line very unevenly shaped? Or are you also including the inserters for the turrets in the tediousness? That could get old fast...
- Tue Dec 09, 2014 7:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] for new Gates
- Replies: 4
- Views: 2097
Re: [IDEA] for new Gates
Maybe an energy shield that vanishes instantly when you get in range would be appropriate?