Search found 13 matches
- Thu Apr 12, 2018 9:32 pm
- Forum: Ideas and Suggestions
- Topic: More mining options please
- Replies: 9
- Views: 3043
Re: More mining options please
How would plopping down a drone station be different from the current way, plopping down mining drills? If you want to build less outposts, then increasing the resource size and yield is a very good option. Alternatively, the recipes can be modded to reduce the amount of resources needed, which woul...
- Mon Apr 09, 2018 9:25 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 63400
Re: So... Let's talk about bots, and how to fix them properly...
After pondering this for a while, I have come to the following conclusions: Belts and inserters are a design flaw The issue is not only caused by belt throughput, but also by recipes and assembly machine dimensions No amount of band aid will fix the situation How can one of the core mechanics be a d...
- Mon Mar 19, 2018 2:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Ores ideas
- Replies: 16
- Views: 5290
Re: Ores ideas
(Spoiler: one of them is called "Randomium") Sugestion. Instead of Randomium (Random-ium) try Randonium (Rando-nium) sounds more ore-like. actually, ending with ium as a naming converntion for metals, not ores, so... I dunno. Randomite. See https://en.wikipedia.org/wiki/Ore#Important_ore_...
- Sat Mar 17, 2018 12:25 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Recycling Mod
- Replies: 3
- Views: 1614
Re: [Request] Recycling Mod
Technically, this is very easy to implement, even for someone with little programming knowledge, because the beginner modding tutorials cover all that one needs. a) Create the prototype of all waste products you want to have b) Create recipes that take the waste as input and assign them to be crafta...
- Sat Mar 17, 2018 9:38 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 34385
Re: Factorio should have DLC.
See https://en.wikipedia.org/wiki/Hard_hatdarkfrei wrote:What is hard hat? Helmet?Aeternus wrote:Y'know... next to T-shirts, they should sell hard hats with the Factorio logo on it. Would buy one of those
Basically, the mandatory head protection to wear on a construction site.
- Wed Mar 14, 2018 9:42 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 63400
Re: So... Let's talk about bots, and how to fix them properly...
Belts and bots are both extremes on the same spectrum, flexibility. Belts are 100% static and player driven, while bots are 100% dynamic and automatically managed by the game. The main points are: The path of each item on a belt is fixed and predetermined by the player, through the placement of spli...
- Wed Feb 07, 2018 10:41 pm
- Forum: Modding discussion
- Topic: How to calculate price
- Replies: 5
- Views: 2310
Re: How to calculate price
From my perspective, it is not very clear what exactly you mean, since the game does not have a "price" mechanic, i.e. there is no "currency" with which all items are evaluated by. Speaking more generally, the price of an item in the normal economy is practically only decided by ...
- Mon Jan 29, 2018 4:23 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Long distance low capacity item transport mod
- Replies: 2
- Views: 1334
Re: [REQUEST] Long distance low capacity item transport mod
Do you mean that stuff basically gets teleported from one chest (or whatever sending entity) to another?
- Tue Jan 09, 2018 2:50 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6932
Re: new rail categories...
Thank you, but I am aware of these mods. The thing is, that they do not solve the problem at hand. Abstracted away, paletting / boxing is the same as increasing belt speed, all other restrictions of belt (always going, potential contamination) remain.
- Sun Jan 07, 2018 6:30 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6932
Re: new rail categories...
Spent a bit of time experimenting if I could mod in a single tile wide railway, but doesn't appear possible when using the standard rail type (even without the rail builder). As the game insists that rail entities are centred in the middle of a 2x2 tile area. Would be nice to have options for a var...
- Sun Jan 07, 2018 6:22 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395232
Re: Friday Facts #224 - Bots versus belts
I personally dislike bots, as I think of them as "cheating" because of their property to basically teleport items. At the same time, trying to build something like a Mall without them is incredibly tedious and results in a massive belt spaghetti construction. This is because belts can be c...
- Mon Dec 04, 2017 10:23 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6932
Re: new rail categories...
Monorail. I am not sure what exactly you mean. I tried searching, but could only find mod ideas and a request for monorail assets (reskin of regular train / rails), nothing concrete yet. But the way I see it, all these proposals would operate the same way trains do already, i.e. 2x2 base rail, same...
- Fri Dec 01, 2017 9:06 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6932
Re: new rail categories...
Any chance rail categories could be re-added? Not likely. If they did, it wouldn't be in any meaningful way. The entire rail system was built under the concept that there exists one rail category and that any rails in the world always interact with each other. Changing that isn't likely unless it h...