Honestly... It's up to the devs to decide on how THEY want to view game progression. And if they decide to nerf bots, someone will just make a mod that undoes the changes, anyway. Lol.
Personally, I've always had one problem with the bots. They make blue belts obsolete before you even really have ...
Search found 19 matches
- Mon Jan 22, 2018 6:47 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 48962
- Sat Nov 04, 2017 5:17 am
- Forum: Ideas and Suggestions
- Topic: Changing the Default Tank Controls
- Replies: 4
- Views: 2579
Changing the Default Tank Controls
So Combat optimization... am I the only one who things that the tank controls are far too spread out by default? I mean... Not only are you using normal WASD for movement... but you also have to hold Space to shoot, TAB to switch weapons, AND keep your mouse hovered over your target. All while ...
- Sat Nov 04, 2017 5:01 am
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 13408
Re: Early game should require less tree removal from ore patches
I for one don't mind if ore patches are covered in trees. It doesn't take terribly long to clear them, and by the time you get the wood gathered up, you should be fine on wood all the way up to when you can research the steel power poles. My problem with the spawn generation is when it drops you in ...
- Sat Nov 04, 2017 4:57 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 58520
Re: Underground rails
I'm going to go ahead and agree that bridges would make a much better solution to this problem.the only downside is that they really wouldn't look very visually appealing (and I feel like they could get confusing very fast) with the top-down 2D grid the developers went with.
If they ever decide to ...
If they ever decide to ...
- Sat Nov 04, 2017 4:48 am
- Forum: Ideas and Suggestions
- Topic: Hydroelectric Dams and Rivers
- Replies: 20
- Views: 10228
Re: Hydroelectric Dams and Rivers
That could work!
I am, however, going to defend my idea to the death! :twisted:
And where does the flooding stop if there is no elevation? ;)
This is easily done, just base it on the width of the river.
The dam would be made of concrete, motors(to open and close the turbine ports) and steel.
You ...
I am, however, going to defend my idea to the death! :twisted:
And where does the flooding stop if there is no elevation? ;)
This is easily done, just base it on the width of the river.
The dam would be made of concrete, motors(to open and close the turbine ports) and steel.
You ...
- Tue Sep 19, 2017 4:22 am
- Forum: Implemented Suggestions
- Topic: Train position indicator for trains of length N
- Replies: 2
- Views: 1958
Re: Train position indicator for trains of length N
I would suggest standardizing your train size. It becomes infinitely easier to lay out track and stations if all your trains consize to the same pattern or two. And honestly, the only time you should really need trains longer than 5 cars, you're approaching Megabase scale. My factory runs perfectly ...
- Tue Sep 19, 2017 4:11 am
- Forum: Implemented Suggestions
- Topic: Personal solar panel research
- Replies: 5
- Views: 2911
Re: Personal solar panel research
Yeah, there's various recipes whose tech doesn't depend on all the techs for their ingredients. In some cases this is because the same tech unlocks other things you can build which *don't* require those ingredients, so having the extra dependency would be a restriction, and in other cases it's just ...
- Tue Sep 19, 2017 3:55 am
- Forum: Ideas and Suggestions
- Topic: Wired Splitters
- Replies: 3
- Views: 2298
Re: Wired Splitters
Honestly, if you want THAT much control over your resources, then I would recommend ditching belts as soon as you can build robots. Logistics networks are amazing for sending resources exactly as they are needed without having a bunch of wasted material just because your machines had to fill a belt ...
- Tue Sep 19, 2017 3:46 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 4564
Re: Car/Tank/Vehicle Auto-Logistics
A station where you could leave a vehicle docked would be a nice way to include this stuff. Technically, you could currently pull up to an inserted that pulls from a requester chest and have it load the desired cargo into your tank, but A, there would be no way to tell the system when to stop ...
- Sun Sep 17, 2017 9:06 am
- Forum: Ideas and Suggestions
- Topic: Defended Wagon or Trains
- Replies: 18
- Views: 8883
Re: Defended Wagon or Trains
Vehicle flamethrower? Doesn't the tank have one already?PacifyerGrey wrote:Man I just want to see a train raining bullets and fire all around while it moves. This is already in the game basicly (with vehicle equipment slots) and should be added to vanilla. And vehicle flamethrower inside! Omg how I want this!
- Sun Sep 17, 2017 9:05 am
- Forum: Ideas and Suggestions
- Topic: Defended Wagon or Trains
- Replies: 18
- Views: 8883
Re: Defended Wagon or Trains
That would be a good idea, a wagon to defend the train. I was thinking a way to transport the cars and tanks, and allow the player to use the weapons of those vehicles. With this we can transport vehicles and have a player controlled defenses. This feature could bring a lot of fun.
I'd like to ...
I'd like to ...
- Sun Sep 17, 2017 9:01 am
- Forum: Ideas and Suggestions
- Topic: Cargo Ships
- Replies: 2
- Views: 2494
Cargo Ships
It's such an obvious topic, that I'm sure it's been said many times before, but with the new ocean generations on the way, I think it'd be worth saying again. No one wants to invest the resources to build a train line around a whole ocean, and with the pictures from the Friday Facts, it looks like ...
- Sun Sep 17, 2017 8:54 am
- Forum: Ideas and Suggestions
- Topic: Detecting Locomotive Fuel Level
- Replies: 9
- Views: 14353
Re: Detecting Locomotive Fuel Level
Really, in the long run just having a fuel depot that your trains need to route to in their routine with, like, a 10 second timer isn't THAT bad. You'd just have to make sure you don't create a bottleneck in doing so. Currently, my trains have a fuel input at the main unloading platform that tops ...
- Sun Sep 17, 2017 8:49 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 4564
Re: Car/Tank/Vehicle Auto-Logistics
Honestly, bots will automatically repair when you come within range of a logistics network, or even in the field when you have a personal roboport. The guns will automatically pull from your inventory when the stack empties, so if you requested the ammo in your logistics before you head out, then ...
- Fri Sep 08, 2017 5:56 pm
- Forum: Gameplay Help
- Topic: Sending a Train with one cart Emptied/Filled
- Replies: 4
- Views: 2918
Re: Sending a Train with one cart Emptied/Filled
Oh that should have been obvious!
- Fri Sep 08, 2017 7:00 am
- Forum: Gameplay Help
- Topic: I cannot get inserters to grab off of belts
- Replies: 4
- Views: 3904
Re: I cannot get inserters to grab off of belts
As said above, Inserters only take what is necessary. They will take the materials necessary for two additional processings after the one in progress. Meaning when your boilers are on their last coal, it will have two in stock. If you have an assembler making gears, it will keep 4 iron plates in ...
- Fri Sep 08, 2017 6:55 am
- Forum: Gameplay Help
- Topic: Sending a Train with one cart Emptied/Filled
- Replies: 4
- Views: 2918
Sending a Train with one cart Emptied/Filled
I haven't been able to test all the new conditions since I played in .13, but is there a way to signal a train to move to the next station when a single wagon has fulfilled its purpose? I'm thinking about using longer trains to move materials to multiple stations on the same circuit, but don't know ...
- Fri Sep 08, 2017 6:42 am
- Forum: Ideas and Suggestions
- Topic: Multiple logistics networks
- Replies: 11
- Views: 7417
Re: Multiple logistics networks
This really would be as simple as adding a colored network selection. For example, you have a smelting operation in close proximity to your rail depot. You don't want your robots dedicated to transferring from one train to the smeltery to be diverted by a train that is being loaded with plates, so ...
- Fri Sep 08, 2017 6:37 am
- Forum: Ideas and Suggestions
- Topic: Roboport train car
- Replies: 28
- Views: 15597
Re: Roboport train car
The original problem could just as easily be solved by connecting a roboport network alongside your rails, could it not? The only real issue would be in how far they may need to travel in order to provide the necessary repairs. However, this could be alleviated with the new buffer chest due to ...