Search found 26 matches
- Tue Aug 01, 2017 8:01 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 59005
Re: Friday Facts #201 - 0.15 Stable, but not really
to be honest, I have no problem with the autosave at all as it works currently. 1. Yes, it brings up a little break into your work, but this is a really effect, unless you have a mega factory 2. As factorio is already more stable as many other games, I just autosave inteval (instead of every minute,...
- Wed Jul 26, 2017 10:20 am
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 9804
Re: Switch on/off hand crafting per item
I think that it instead should show you which immediate ingredients you are already carrying by bolding those ingredients or something. And then maybe a hotkey that is like shift+m1 but only crafts as many as you have the immediate ingredients for? [...] What do you think about that as a solution i...
- Tue Jul 25, 2017 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 9804
Re: Switch on/off hand crafting per item
What is the point of the suggestion really? Sorry again, that it is not so easy for me, to explain my suggestion well. As I am not a native english speaker I struggle sometimes and might write something down that confuse people. Sorry for that. 1. Point Let's stay with the yellow belt / red belt ex...
- Sun Jul 23, 2017 5:30 pm
- Forum: Gameplay Help
- Topic: Train Station Names in Train GUI
- Replies: 3
- Views: 2090
Re: Train Station Names in Train GUI
I rename the stations in a similar way as you do, but I still forget often if I want to create a new route from "Iron01" or "Iron02" to "IronDrop01" or "IronDrop Southwest02" and so on. So I add the first station and then leave the Train Gui, switch to map mod...
- Thu Jul 20, 2017 7:17 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59642
Re: [MOD 0.15] Helicopters
looks interesting... as soon as I have some time I will give it a try
- Wed Jul 19, 2017 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Research overwhole
- Replies: 7
- Views: 3616
Re: Research overwhole
Research lost because you're not providing packs fast enough? definitely not. I assumed, research is paused in that moment, but nevertheless, with limited resources it might not work. Consider some of these infinite researches. Even an early one, you need 3000 of all 7 (8 in my mod) science packs. ...
- Wed Jul 19, 2017 6:45 am
- Forum: Ideas and Suggestions
- Topic: Research overwhole
- Replies: 7
- Views: 3616
Re: Research overwhole
Well I think Qon has quite astutely pointed out a flaw in the idea, though to be a bit more verbose - I like your idea of rewarding certain throughput goals, though I don't think research progression is the place to try and stick that kind of idea... while it may appeal to you, there's many players...
- Tue Jul 18, 2017 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Research overwhole
- Replies: 7
- Views: 3616
Re: Research overwhole
TL;DR Change the research in factorio, that it depends on throughput and time and not on number of research items. No. All you have to do then is buffer your packs to get any throughput you want. The ideas are just broken in so many ways that it's just a waste of time to list them all and your idea...
- Tue Jul 18, 2017 8:24 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 32286
Re: Classes + Extra bodies
I suppose if the base model started with stats inferior to the base player character, you could in theory put an even spread of your limited points in all areas to bring it back up to standard, or spend all points in inventory space, to have a slower, character with less reach and less health, but ...
- Tue Jul 18, 2017 2:11 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 32286
Re: Classes + Extra bodies
Now, when I designed the classes, I balanced them around the initial values, so all classes have both down sides and up sides. A skill tree doesn't really allow for this, because you can't actually set negatives in the script bonus system. [...] it is possible I can add a 3rd for skill points, the ...
- Tue Jul 18, 2017 1:14 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 32286
Re: Classes + Extra bodies
A setup defining your class (RPG like) on your own by setting some attributes in the beginning of the game would be nice (as Mod Config). E.G. you can spent up to 4 points for the attributes - walking speed - building range - crafting speed - inventory size - health points each point brings you a bo...
- Tue Jul 18, 2017 9:58 am
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 9804
Re: Switch on/off hand crafting per item
I also find it anyoing that when I build red belts, because I know I will need them soon, all my yellow belts are taken away. So then I'm standing around waiting for more yellow belts to be build. So I would like to extend this suggestion to also go the other way: Force crafting from raw materials....
- Tue Jul 18, 2017 6:45 am
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 9804
Re: Switch on/off hand crafting per item
I've seen others share this same idea, but it seems to complicate the game even more. After having just successfully done a Lazy Bastard run, I better appreciate the value of automating supplies and having them go into chests. If you want to craft something that requires yellow belts but don't want...
- Mon Jul 17, 2017 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 9804
Switch on/off hand crafting per item
TL;DR An option to switch off hand crafting for specific items would be great. What ? WHAT do you suggest? For example, I have a production for yellow belts, which I want to use to create red belts. But when I hand craft some red belts, it consumes either the yellow belts I have with me or crafts t...
- Sun Jul 16, 2017 9:40 am
- Forum: Ideas and Suggestions
- Topic: Research overwhole
- Replies: 7
- Views: 3616
Research overwhole
TL;DR Change the research in factorio, that it depends on throughput and time and not on number of research items. What ? Basically, that there is not necessarily a motivation to optimize the own factory an to increase production after initial setup is done. Even with 1 assembly machine for each sc...
- Fri Jul 14, 2017 1:07 pm
- Forum: Ideas and Suggestions
- Topic: More Blueprints
- Replies: 1
- Views: 1205
Re: More Blueprints
Hi, [...] [*] Select production type of factory. It is a pain when you put down your new 40 factory green circuit setup and need to clic on every single factory and select the green circuit option [...] At least for that point there is already a simple and good working solution. Setup the 1st facto...
- Wed Jul 12, 2017 8:53 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59642
Re: [MOD 0.15] Helicopters
ok, I just tested it again. It is not caused by your mod. I am also not sure right now, if this happens all the time, that I cannot walk and place items in ghost mode at the same time. Right now, it works perfectly fine. And I have changed nothing in factorio since yesterday where it was not working...
- Wed Jul 12, 2017 8:45 pm
- Forum: Ideas and Suggestions
- Topic: Multi Monitor support
- Replies: 21
- Views: 10551
Re: Multi Monitor support
One workaround for keeping an eye on that frontline, could be another PC with the game running in MP mode with that other user view on that area. DM me for details as it's not as expensive (or even difficult) a proposition as it sounds. ~B Thanks for that hint... nice idea. I have no 2nd PC availab...
- Wed Jul 12, 2017 11:53 am
- Forum: Ideas and Suggestions
- Topic: Ground-based worker bots for early-mid game
- Replies: 5
- Views: 3423
Re: Ground-based worker bots for early-mid game
I am not sure if I like the idea of ground bots, but to solve the issue with the working area, it could be handled in some ways: 1. build a ground bot robot facility. It might be used for refueling as well --> similar approach as for later bot hangars 2. the can go a max. distance from any object yo...
- Wed Jul 12, 2017 11:36 am
- Forum: Ideas and Suggestions
- Topic: Multi Monitor support
- Replies: 21
- Views: 10551
Re: Multi Monitor support
I don't like the idea of RSS feed. But I really like the idea of using a second monitor for specific GUIs, especially the map view would be great for me, as I have a large alien base nearby preparing to attack me (bringing many biters together at one place). But while I am still in preparation to su...