Search found 78 matches

by Ingolifs
Tue Apr 06, 2021 8:04 pm
Forum: Show your Creations
Topic: Pumpjack placement blueprint
Replies: 4
Views: 2303

Re: Pumpjack placement blueprint

So how the hell did you make this?
by Ingolifs
Thu Mar 04, 2021 12:10 am
Forum: Gameplay Help
Topic: How do logistics robots weight what they deliver to?
Replies: 2
Views: 634

Re: How do logistics robots weight what they deliver to?

So after posting this question I remembered I can just go find this out myself. logisticsplit.jpg The setup is providing infinite bricks into the provider chest and a single logistic robot transfers them into the requester chests (which are then offloading them into void chests). The chest on the ri...
by Ingolifs
Wed Mar 03, 2021 9:52 pm
Forum: Gameplay Help
Topic: How do logistics robots weight what they deliver to?
Replies: 2
Views: 634

How do logistics robots weight what they deliver to?

First to make sure I'm on the right page: Given 2 or more requester chests requesting the same amount of a single material (let's say Iron plates), and assuming there's insufficient supply of these items so that these chests never fill up: Does the logistic network always supply them evenly? Does th...
by Ingolifs
Tue Feb 05, 2019 11:38 pm
Forum: General discussion
Topic: I Miss Alien Artifacts!
Replies: 27
Views: 6185

Re: I Miss Alien Artifacts!

I never fully agreed with removing alien research packs. I just think their use should've been changed - made non essential.

An alien research line would represent research on alien physiology etc, which would translate into attack bonuses and debuffs against certain types of biter.
by Ingolifs
Sun Dec 23, 2018 8:24 pm
Forum: Ideas and Suggestions
Topic: Pressing WASD in a train sets it to manual
Replies: 0
Views: 486

Pressing WASD in a train sets it to manual

This is just a small quality of life improvement. It is often cumbersome having to set a train from auto to manual and back while sorting out a jammed train. However, there are circumstances where you want to be in a train and keep it automatic. The player makes their motive clear when they use any ...
by Ingolifs
Fri Dec 21, 2018 2:35 am
Forum: General discussion
Topic: Why do Stone Furances Burn?
Replies: 5
Views: 2152

Re: Why do Stone Furances Burn?

Flamethrower fuel is actually Chlorine trifluoride, which ignites with rock, and pretty much everything else for that matter.
by Ingolifs
Wed Dec 19, 2018 7:02 pm
Forum: Ideas and Suggestions
Topic: Better and faster repair packs
Replies: 2
Views: 844

Re: Better and faster repair packs

Yes, unless you use rocket silos as defensive walls, I struggle to see cases where a faster repair pack would be of much additional benefit, nor do I see compelling reasons to make the MK2 repair pack over more MK1 repair packs. The speed of repair is never the limiting speed of anything in factorio...
by Ingolifs
Mon Dec 17, 2018 7:13 pm
Forum: Ideas and Suggestions
Topic: Clicking on the mini-map should center the radar view around the point clicked, rather than your person
Replies: 2
Views: 745

Re: Clicking on the mini-map should center the radar view around the point clicked, rather than your person

Huh. I never noticed you could do this.

Yes, it seems obvious that you should be able to view on the part of the minimap that you click.
by Ingolifs
Mon Dec 17, 2018 9:01 am
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 43
Views: 8262

Re: Typing combinator values faster

Yes, this is a pain to do manually. Also i'm often taken off-guard when you try to delete the preset number and it won't let you, and you end up typing one too many zeros.
by Ingolifs
Sun Dec 16, 2018 6:26 am
Forum: Balancing
Topic: Make mk 1 power armour 6 x 8 instead of 7 x 7
Replies: 11
Views: 2497

Make mk 1 power armour 6 x 8 instead of 7 x 7

On first glance, you'd think that the difference in slots between the two power armours (7 x 7 vs 10 x 10) wouldn't amount to much, but in fact, it is huge, and in my opinion, the gap is too big. In terms of space, the MK 1 has half that of the MK 2 (49 vs 100), but in terms of fitting the actual us...
by Ingolifs
Tue Dec 04, 2018 7:10 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 18435

Re: Gigatrains: 720-car trains supplying a 10K science/min base

Wow. I must ask, what levels of infinite research have you reached so far?

Also, How long have you been playing on that save?
by Ingolifs
Tue Dec 04, 2018 6:41 am
Forum: Gameplay Help
Topic: Ensuring trains visit all stops with the same name fairly.
Replies: 15
Views: 3826

Re: Ensuring trains visit all stops with the same name fairly.

A counter ? Every station counts "+1" whenever supplied, and you always deliver to the lowest count needing supplies. I do not know enough about circuits to implement this. How would you add a +1 count to a station? How do you compare multiple signals to find the lowest? And how do you ge...
by Ingolifs
Tue Dec 04, 2018 6:05 am
Forum: Gameplay Help
Topic: Ensuring trains visit all stops with the same name fairly.
Replies: 15
Views: 3826

Re: Ensuring trains visit all stops with the same name fairly.

Okay. When starting material production is greater than consumption there is no problem. I am not referring to that situation. I am referring to situations where because of a depleted mining base or because of a train deadlock (which seeing as I still don't truly understand train signals, is pretty ...
by Ingolifs
Tue Dec 04, 2018 5:26 am
Forum: Gameplay Help
Topic: Ensuring trains visit all stops with the same name fairly.
Replies: 15
Views: 3826

Ensuring trains visit all stops with the same name fairly.

I am currently transitioning my base into a rail-based megafactory for the endgame. The plan is to have most of the intermediate products for research and launches produced in individual bases and transported by rail. Each output of one base (e.g. circuits) is delivered by train to one of many stati...
by Ingolifs
Sun Nov 25, 2018 4:43 am
Forum: Balancing
Topic: Shotgun causes knockback
Replies: 5
Views: 1717

Re: Shotgun causes knockback

I guess so...
by Ingolifs
Sat Nov 24, 2018 9:30 pm
Forum: Balancing
Topic: More bonuses to rocket launcher research
Replies: 3
Views: 1307

More bonuses to rocket launcher research

Just a little one. All rocket shooting speed bonuses should give an additional +1 range to the rocket launcher, and all (finite) rocket damage bonuses should increase the blast radius (say, by 0.5 units per tier) of the explosive rocket. It's nice to see the rocket launcher being useful against big ...
by Ingolifs
Sat Nov 24, 2018 9:14 pm
Forum: Balancing
Topic: Shotgun causes knockback
Replies: 5
Views: 1717

Shotgun causes knockback

I've seen this suggested in a comment somewhere, but I don't believe it's been made into an actual suggestion. Shotguns need a little love. They are somewhat useful at the start of the game, and are greatly outclassed by the end of the game. Instead of trying to tweak the numbers until they fit into...
by Ingolifs
Sat Nov 24, 2018 8:25 pm
Forum: Ideas and Suggestions
Topic: new filter to the deconstruction planner - unused building/miners
Replies: 1
Views: 715

Re: new filter to the deconstruction planner - unused building/miners

Unused miners sounds sensible enough. Unused buildings - I'm not sure how you'd determine that, as assemblers etc never truly become useless where they're placed, and some may have a very slow but nonzero rate of use.
by Ingolifs
Fri Nov 23, 2018 11:37 pm
Forum: Ideas and Suggestions
Topic: Concrete gives HP/armour bonus to buildings
Replies: 3
Views: 1143

Concrete gives HP/armour bonus to buildings

Paving materials such as stone, concrete and refined concrete give bonuses to buildings to make them more durable. This could take the form of a HP bonus or an armour bonus. Personally, I'm in favour of the latter. The bonuses could follow the 30% / 40% / 50% pattern of the walk speed bonuses. Somet...
by Ingolifs
Sun Jun 04, 2017 1:10 am
Forum: Ideas and Suggestions
Topic: Rename "Used up uranium fuel cell"
Replies: 9
Views: 2804

Re: Rename "Used up uranium fuel cell"

"Spent", I believe, is the correct term.

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