Ahahaha the banana setup is just wonderful!
It's that kind of overengineering that i like!
The idea with the cliff is very cool as well. I almost forgot we have them in the game, and cliffs are a good tool to make weird designs
Thank you!
Search found 124 matches
- Wed Nov 22, 2023 10:15 pm
- Forum: Show your Creations
- Topic: Head-scratchers and weird setups
- Replies: 2
- Views: 1517
- Tue Nov 21, 2023 5:58 pm
- Forum: Show your Creations
- Topic: Head-scratchers and weird setups
- Replies: 2
- Views: 1517
Head-scratchers and weird setups
Hi all! What are the weirdest setups you've seen? Setups that make you go "why the fu.. did somebody do that", and then either "huh that's a weird way to do that but ok" or "this is so wrong i need to fix this asap". Setups that are the opposite of "lean and effice...
- Fri Aug 07, 2020 1:31 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 110256
Re: Friday Facts #359 - Crash site: The beginning
I really like the crash site idea! The wrecked ship looks fantastic!
Looking forward to seeing the cut scene in 1.0 - I hope it is super epic and cinematic
Looking forward to seeing the cut scene in 1.0 - I hope it is super epic and cinematic
- Fri Mar 20, 2020 7:04 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 102517
Re: Friday Facts #339 - Beacon HR + Redesign process
Love the new design! I think the old beacon looked too similar to a radar, so it was hard to understand what it did from a brief look at a factory. The new beacon is much more purpose-build, which is great. Do you think it could be possible to make lightnings between the beacon and the buildings it ...
- Fri Aug 23, 2019 6:35 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 129518
Re: Friday Facts #309 - Controversial opinions
I support almost everything @wheybags said about biters and combat. The current version feels dull and dumb. Biters are an exiting constraint on the player, they add danger and time pressure to the gameplay. If anything, I would prefer smarter and more adaptable biters that can communicate and gang ...
- Fri May 31, 2019 1:30 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 58452
Re: Friday Facts #297 - New resource icons
Love the new ores! Do you think you could make different ores of different grain? That would make them even more distinct. In the current version iron and uranium look like the same thing of different colour, despite you using different pictograms for them. Having, say, iron, a finer grain would rea...
- Mon Apr 01, 2019 8:26 am
- Forum: Ideas and Suggestions
- Topic: Could you please stop gating access to the main menu on having the sprites loaded?
- Replies: 1
- Views: 1284
Re: Could you please stop gating access to the main menu on having the sprites loaded?
+1 for this. Many non-game operations in Factorio still require a game reload, and waiting for the sprites to load when you don't actually need them is infuriating. This problem is x100 worse on older computers with HDs.
- Thu Mar 07, 2019 2:40 pm
- Forum: Minor issues
- Topic: [0.16.51]Inserters stuck looping with uncompressed blue belt
- Replies: 6
- Views: 4683
Re: [0.16.51]Inserters stuck looping with uncompressed blue belt
Because "management" wants inserters to chase items on belts this is always going to be a possibility: the item out-running the inserter. Thank you for a detailed and clear explanation. However are we to understand that you don't see a technical possibility of fixing this issue without ch...
- Thu Mar 07, 2019 1:25 pm
- Forum: Not a bug
- Topic: [0.17.7] Every third stack inserter misses items from blue belt
- Replies: 14
- Views: 5508
Re: [0.17.7] Every third stack inserter misses items from blue belt
Thanks or the report but as others have stated: this isn't a bug. So, just to clarify, will this problem be fixed or not? Call it a bug or a usability problem, but it is an unintended behaviour which is caused by internal imperfections of the simulator. It has been mentioned that it could be mitiga...
- Fri Feb 22, 2019 6:20 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 172364
Re: Friday Facts #283 - Prepare to Launch
The new graphics looks awesome, thank you for the effort put in! One object that sticks out thou is the character itself. It seems that the new resolution is not enough to convince the eye of the fine details. This is made worse by the fact that the character is always in the center of the screen, s...
- Wed Jan 16, 2019 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Balance
- Replies: 36
- Views: 11787
Re: Logistics Robot Balance
A User: - The game is a bit unbalanced and weird to play in some scenarios The Devs: - We already know about it! We get this comment like twice a week, so shut up already! If we wanted to fix it, we would, but we didn't, therefore we don't. We have explained why won't ever change it. Nothing have ch...
- Wed Jan 16, 2019 9:49 am
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 12003
Re: Tree leaf regrowth
I think it is a wonderful idea! Regenerating trees would reward shifting from coal to clean energy in a nice visual way. A couple of notes: - regenerating should be WAY slower than degradation from pollution. Healing is always harder than hurting. - regenerating trees could have some sort of flowers...
- Sat Dec 01, 2018 10:55 am
- Forum: Ideas and Suggestions
- Topic: Automated guided vehicles (AGV)
- Replies: 22
- Views: 8657
Re: Automated guided vehicles (AGV)
Why are we discussing CPU usage BEFORE we discuss the details of AGVs and their impact on the game balance? Shouldn't we concentrate on the game aspects and let the developer team invent the optimizations that allow for it to run efficiently. I am sure that if AGVs are a core part of the game (not a...
- Fri Nov 30, 2018 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Place gates above diagonal rails
- Replies: 17
- Views: 9648
Re: Place gates above diagonal rails
Wow, gates really can't be placed on diagonal rails. That definitely seems like an oversight. It's not, they specifically have no logic to be built over diagonals and so reject being built over them. Caaaan we have the logic added? Pretty please? ^_^ (Sorry ssilk, I'm firmly in the 'let my straight...
- Fri Nov 30, 2018 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Automated guided vehicles (AGV)
- Replies: 22
- Views: 8657
Re: Automated guided vehicles (AGV)
I support this suggestion with both hands! The current implementation of transport bots disbalances the game and looks, dare I say it, absurd. No technology in the world allows for flying robots to deliver heavy loads inside real-world factories. On the other hand, many heavy-industry facilities uti...
- Thu Nov 15, 2018 1:07 pm
- Forum: Balancing
- Topic: Re-balancing Night Vision
- Replies: 17
- Views: 6805
Re: Re-balancing Night Vision
eradicator, bobucles, guys, let's not take this personally! I understand that everybody is passionate about Factorio and wants it to grow and improve, but there is no reason do invalidate someone's way of playing the game or take offence. So far most of the feedback in this topic have been very cons...
- Thu Nov 15, 2018 11:08 am
- Forum: Ideas and Suggestions
- Topic: Move Modular Armor item grid to the Character
- Replies: 15
- Views: 6084
- Wed Nov 14, 2018 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Move Modular Armor item grid to the Character
- Replies: 15
- Views: 6084
Re: Abolish Modular Armor
I think modular armor in general opens up cool things for equipment grid modders. I would hate to see the whole mechanic scrapped. Yes, I have seen some pretty cool modes that add item grids to trains, etc. I think the capability to add grids to objects should definitely stay in the game for mods, ...
- Wed Nov 14, 2018 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Move Modular Armor item grid to the Character
- Replies: 15
- Views: 6084
Re: Abolish Modular Armor
Solution would be to put research of night vision and all armor equipment so that researching the modular armors unlocks them. That is a nice idea and I wonder why it wasn't done like that from the beginning. It solves problems 1. and 3. for me, but what do you think about the problems with game UI...
- Wed Nov 14, 2018 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Move Modular Armor item grid to the Character
- Replies: 15
- Views: 6084
Re: Abolish Modular Armor
Like you I disagree with his solution, but agreeing with one of the suggested alternatives or suggesting your own is a far more useful than an obvious non-solution. What problems do you see in the proposed move from modular armor grid to a character grid that is dependent of the equipped armor? All...