Search found 12 matches
- Tue Jan 02, 2018 12:49 pm
- Forum: Ideas and Suggestions
- Topic: A color research!
- Replies: 2
- Views: 1422
Re: A color research!
I think colour choices is really just a novelty and couldn't really justify having a research for it. Perhaps if the research was used for something with a purpose similar to a mod (https://mods.factorio.com/mods/Sirenfal/Train_Ore_Color) that changed train colours based on contents. something like ...
- Tue Jan 02, 2018 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Underground wiring
- Replies: 8
- Views: 2924
Re: Underground wiring
I think power poles and subsequent wiring is a core part of the game. Something that is an essential consideration for any construction project whether it be functional or more aesthetic planning. As a previous poster stated, I feel like this kind of thing is more suited to the modding community as ...
- Tue Jan 02, 2018 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Option to to lock robots to one robo-port area
- Replies: 0
- Views: 795
Option to to lock robots to one robo-port area
TL;DR Tickbox/UI to lock 'some' robots to a specific robo-port/logistics area and not travel aborad. What ? Logistics networks can become massive and messy, with robots travelling large distances and often performing an exodus from certain areas during large building/demolition projects. There are ...
- Sun May 07, 2017 8:02 am
- Forum: Ideas and Suggestions
- Topic: Radar cost increase/balancing
- Replies: 5
- Views: 2429
Re: Radar cost increase/balancing
-1 on power consumption. A radar using more power than an electric furnace makes it difficult to maintain suspension of disbelief. I think a large primary radar installation should be very energy hungry and I know that in most cases we sacrifice the realistic values for the sake of the game. Of cou...
- Sat May 06, 2017 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear power and Steam Turbines
- Replies: 7
- Views: 4296
Re: Nuclear power and Steam Turbines
Unlike other power sources, the nuclear reactor is always consuming fuel, whether you use the power it produces or not. Therefore, to not use the power is a waste of fuel. So it should definitely be above standard steam engines. I only wonder if the game has a logic issue in determining what is powe...
- Sat May 06, 2017 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][15.6] Handheld flamethrower destroys trees.
- Replies: 7
- Views: 5195
Re: [15.6][posila] Handheld flamethrower destroys trees.
I think this is a trade-off the player has to make. I tested it just now with my level 6 flame thrower and I didn't think it was a large issue. Standing still and sweeping my mouse across a forest, it managed to catch fire with very few trees instantly 'destroyed'. If I held on an area for any addit...
- Sat May 06, 2017 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Radar cost increase/balancing
- Replies: 5
- Views: 2429
Radar cost increase/balancing
Background: 0.15 has massively increased the usefulness of the radar, with the new zoom function it has become almost essential to the new play style. I believe it should be re-balanced with at least a significant increase in price. In 0.14 the radar was 'generally' non-essential on vanilla maps as...
- Fri May 05, 2017 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Satellite required to build stuff in the zoom-to-map view
- Replies: 9
- Views: 4076
Re: Satellite required to build stuff in the zoom-to-map view
The zoom-to-map view is becoming a little OP After using the feature, I don't think I could go back to the game without it. The entire zoom to world feature is a great upgrade and adds a lot of fun to the game while removing a lot of time-consuming/running tasks. Maybe you call it OP, but I just vi...
- Fri May 05, 2017 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Command to quickly switch modules
- Replies: 1
- Views: 1539
Command to quickly switch modules
Give the (Ctrl + Click) command on machines the ability to switch between different types of modules, not just the same type. It is currently possible to initially place modules with (Ctrl + Click) and to upgrade existing modules from level 1 -> 2 -> 3 in a given machine. I don't see why it isn't lo...
- Thu May 04, 2017 10:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.X] Power armor states how to open it after opened
- Replies: 1
- Views: 2169
[0.15.X] Power armor states how to open it after opened
Minor/ Trivial On the power armor dialogue box it says "Right mouse button to open.", even though the player has already opened the menu. ( https://puu.sh/vFdE2/607ba2212b.jpg ) This appears when hovering over the armor in the tool bar as it should. However, once it has been opened it is ...
- Thu Apr 27, 2017 3:54 pm
- Forum: Technical Help
- Topic: [0.15.2] Headless download corrupted
- Replies: 2
- Views: 1476
Re: [0.15.2] Headless download corrupted
Thanks for the reply. We ended up finding a workaround. We found a friend who doesn't own the game to download and extract the file and they managed to open it without issue.They then uploaded the extracted files for us. The server is now running as per normal. Unsure how both of us on two separate ...
- Thu Apr 27, 2017 6:48 am
- Forum: Technical Help
- Topic: [0.15.2] Headless download corrupted
- Replies: 2
- Views: 1476
[0.15.2] Headless download corrupted
A friend and I had been playing on a dedicated server through 0.14, updated to 0.15.1 on release and had played for a day without issue. Upon seeing 0.15.2 released, we planned to update the server however, he (server host) told me the download would not work/was corrupted. (using 7Zip) Trying to fa...