Search found 14 matches

by Psycix
Tue Dec 30, 2014 11:06 am
Forum: Ideas and Suggestions
Topic: Waving Gates (Cosmetic Improvement)
Replies: 17
Views: 4186

Re: Waving Gates (Cosmetic Improvement)

Rotate your gates 90* so that they don't connect and it will behave like this.
I don't think this should be the default behavior for connected gates though.
by Psycix
Tue Dec 30, 2014 11:03 am
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20423

Re: Force-place Incomplete Blueprints

+1 This should have been the default behavior. No control or shift clicking needed. When I click with a blueprint it is obvious that I want to place it, thus it should place everything that is possible to place, regardless of overlap with existing geometry. I believe we already had a patch that allo...
by Psycix
Fri Nov 14, 2014 8:10 pm
Forum: Ideas and Suggestions
Topic: A Bulldozer
Replies: 20
Views: 9944

Re: A Bulldozer

ataaron wrote:Tanks also work of course :D
You seem to have necro'd this old thread.
Now that we have tanks this is no longer relevant.
by Psycix
Fri Nov 14, 2014 8:08 pm
Forum: News
Topic: Friday Facts #60 - Tests all around
Replies: 11
Views: 21207

Re: Friday Facts #60 - Tests all around

The main thing I can say about the movement GIFs are the arms. They are usually too high or to wide. Drop em a bit and have them closer to the body. Some legwork looks like low gravity, but I think that mainly depends on animation speed. Great work on the bugfixing, multiplayer was already many time...
by Psycix
Tue Nov 11, 2014 6:59 pm
Forum: Ideas and Suggestions
Topic: Perilous Train Dynamics (derailment and destruction)
Replies: 8
Views: 3425

Re: Perilous Train Dynamics (derailment and destruction)

For the sake of gameplay balance, no.

As much as I love to use trains, I realize I often would have saved time and effort if I had made an ultra long belt or pipe. Adding drawbacks like this will discourage train use, while I feel this should be encouraged instead.
by Psycix
Mon Nov 10, 2014 9:17 pm
Forum: Ideas and Suggestions
Topic: Ways to speed up map transferring in multiplayer.
Replies: 8
Views: 3614

Re: Ways to speed up map transferring in multiplayer.

For me it's more about joining than re-syncing. I think most of us play the same game mostly with the same friends, so I'd love to see a "synced save" feature, where the game is saved at the same tick (and state) for everyone. Then, the next day or so, as soon as I load up the game it is p...
by Psycix
Sat Nov 08, 2014 5:37 pm
Forum: Implemented Suggestions
Topic: Change trainwagon length to match tiles
Replies: 10
Views: 3310

Re: Change trainwagon length to match tiles

I don't get exactly what you mean here. The suggestion is to make this work. - if wagons have exactly the same size as rails. If you mean tiles (rails are 2x2), then that is exactly what is being suggested! - if the are standing on straight rails. This is the case anyway at a station. It is annoying...
by Psycix
Sat Nov 08, 2014 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Gates and Cars
Replies: 17
Views: 7226

Re: [0.11.1] Gates and Cars

Even when rolling at it with medium speed while braking, it opens too late. Gates need to open for player-driven vehicles much earlier. That extra second that the gate is open really doesn't bother me. It's not like it matters if a a few biters slip through. Being lynched at your own front door beca...
by Psycix
Sat Nov 08, 2014 5:07 pm
Forum: Implemented Suggestions
Topic: Cannon turret
Replies: 3
Views: 1905

Re: Cannon turret

+1 from me.

I suggest a large 2x2 turret with a slightly higher rate of fire than the normal tank turret in order to be able to compete with laser turrets.
by Psycix
Sat Nov 08, 2014 4:51 pm
Forum: Implemented Suggestions
Topic: Change trainwagon length to match tiles
Replies: 10
Views: 3310

Change trainwagon length to match tiles

At a trainstop, having a variable amount of inserters per wagon is something that really bugs me.
Can engines and wagons, including the coupling distance, please be EXACTLY a few tiles long so that each loader/unloader can be identical?
by Psycix
Sat Nov 08, 2014 4:44 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 319987

Re: A tool to help you optimise your production lines.

I created an issue on the bitbucket and I sent Nicksaurus a PM.
https://bitbucket.org/Nicksaurus/forema ... patibility
by Psycix
Sat Nov 08, 2014 4:39 pm
Forum: Ideas and Suggestions
Topic: Drifting in cars
Replies: 4
Views: 1892

Re: Drifting in cars

Actually, why not have cars always drift a little? I hate how the car has perfect grip. Making it slide when turning, and adding slightly faster steering to compensate for this will make driving the car feel a lot more realistic. As an added bonus, colliding into something semi-sideways can make it ...
by Psycix
Sat Nov 08, 2014 4:31 pm
Forum: Implemented Suggestions
Topic: Barrels as universal liquid containers/Barreling all fluids
Replies: 11
Views: 6020

Allow barreling of all fluids

Joined -- ssilk


Why is only crude oil allowed to be barreled?

This seems like a simple addition, is there a specific reason why this is not in the game?
by Psycix
Sat Nov 08, 2014 4:26 pm
Forum: Mods
Topic: [MOD 0.10.x] Liquid Station Mod
Replies: 30
Views: 57332

Re: [MOD 0.10.x] Liquid Station Mod

So why are these recipes not in Factorio by default?
It is frustrating how only crude oil can be barreled.

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