The 0.86/s upgrade limit is a different matter entirelyMuche wrote: βTue Nov 19, 2024 6:31 pm Also see 116987 Railgun turrets do not obey railgun speed upgrades.
Search found 43 matches
- Wed Nov 20, 2024 9:29 pm
- Forum: Bug Reports
- Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Replies: 5
- Views: 551
Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Tue Nov 19, 2024 5:03 pm
- Forum: Bug Reports
- Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Replies: 5
- Views: 551
Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
A possible solution is to change the inner workings of the raigun to make it simply shoot (after selecting a target and rotating to it), regardless if the target still exists at the moment the shot should be fired. (so the decision to fire a shot is irreversible the moment the railgun selects a targ...
- Sat Oct 26, 2024 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Move "Coal Synthesis" tech to Directly-Post-First-Rocket-Launch Space-Platform era
- Replies: 5
- Views: 1552
Move "Coal Synthesis" tech to Directly-Post-First-Rocket-Launch Space-Platform era
What: Decouple "Coal Synthesis" recipe from the "Gleban Rocket Turret technology", and make "Coal Synthesis" researchable as a seperate technology with Red/Green/Blue/Space science around the time the player researches asteroid collectors and thrusters. Why: This gives ...
- Sat Oct 26, 2024 1:52 pm
- Forum: Ideas and Suggestions
- Topic: AUTOSAVE on (accidentally) clicking the restart button (or better yet, remove restart button entirely)
- Replies: 0
- Views: 66
AUTOSAVE on (accidentally) clicking the restart button (or better yet, remove restart button entirely)
Please (in similar way as autosave before spaceship flight) force an AUTOSAVE on accidentally clicking the restart button. Why: I know there's a confirmation box, but that safety feature is somewhat nullified by needing to press E to confirm on the load game screen as well: "Load game + hotkey ...
- Sat Oct 26, 2024 1:45 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] In "MAP EDITOR Map View", ghost cursor should have access to map-editor-only entities
- Replies: 0
- Views: 54
- Sat Oct 26, 2024 1:39 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Add ability to request repair packs in roboports
- Replies: 3
- Views: 246
Re: [2.0] Add ability to request repair packs in roboports
I Agree, came here to post a similar message "- Request repair packs to roboports as well (and allow them to draw from buffer chest) (allows greater control of where repair packs reside in base, as you can then use buffer chest with repair pack request at home base to withdraw all repair packs ...
- Fri Sep 06, 2024 1:27 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34342
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
TLDR: 3500 hp biter bases won't make combat more difficult or fun, just more tedious, boring and drawn-out. First of all, thanks for getting rid of the scattered stray stones, that's a great change. Now on to the combat changes, The difficulty in fighting large nests comes mostly from the defending ...
- Fri Apr 26, 2024 8:58 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28275
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Great job on the progress, I'm reading every week with great joy :) 2 hour, 5 hour and 20 hour graphs would be nice, the current step from 1h to 10h is just too large. Or better yet, add a "custom" button instead, where you can manually input the timescale for the X-axis I also agree with ...
- Fri Oct 13, 2023 8:29 pm
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 19923
Re: add CTRL+Y [redo]
Sorry if this has been posted before, given the functional characters in the search command, I couldn't figure out how to search correctly (searching "CTRL+Y" returns every post containign just "CTRL", which are many)
- Fri Oct 13, 2023 8:25 pm
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 19923
add CTRL+Y [redo]
TL;DR Add "redo" (CTRL+Y) to "un-undo" accidental CTRL+Z presses. What ? I love that the CTRL+Z hotkey was added to the copy/paste/cut arsenal a long while ago. However, not ALL operations can be undone with CTRL+Z, things like cable wiring, belt/inserter rotating, etc. However,...
- Fri Aug 25, 2023 5:48 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99265
Re: Friday Facts #373 - Factorio: Space Age
The weekly FFF was my favorite read of the week, I'm glad it's gonna be back! Can't wait to slowly discover all that you've been working on all this time! A year seems like a long time, but secretly I'm glad, because that means I'll be able to finish all my current and planned projects before the re...
- Fri Nov 13, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 108136
Re: Friday Facts #363 - 1.1 is getting close
Awesome ! Could we also get an option to change the zoom level which changes from normal view to map view? +1 Even on maximum zoom out, it's a bit tricky to see biter nests south of you in time (aka before you trigger an attack), as the quickbars "hide" them even longer. Perhaps we could ...
- Fri Oct 16, 2020 11:14 am
- Forum: Videos
- Topic: GUIDE: get the "There is no spoon"-achievement like a real man, on 100% default settings!
- Replies: 0
- Views: 3856
GUIDE: get the "There is no spoon"-achievement like a real man, on 100% default settings!
Would you like to get the "There is no spoon"-achievement like a real man, on 100% default settings? (Biters ON, default resources) In the past months I've been designing, refining and optimizing a step-by-step guide, defining a build order that will work on most to all default maps on def...
- Sun Aug 09, 2020 11:33 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 109835
Re: Friday Facts #359 - Crash site: The beginning
This is the perfect opportunity to change the start from 8 iron plates to --->>> 9 iron plates start <<<--- Isn't the 8 plates start just an obsolete artifact which allowed you to craft 2 pickaxes to start off with? With 9 iron plates, a new player could mine a big rock and immediately build a 2nd b...
- Thu May 28, 2020 6:40 pm
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 21756
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
I forgot to include my own design, which makes use of one of those 6000 water/s 'super pump' combiners. It's half of the contraption in the screenshot below, which shows 2 6000/s pumps combining into 1 12000/s pump. (fun fact, infinity pipes do not consume 12000/s each, you need 2 of them to consume...
- Fri May 22, 2020 12:18 pm
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 21756
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Yeah, it's taking longer than expected, basically my first priority is keeping my weekly series going which atm consumes (more than) all of my available time, and I really had to finish the Landblock map first, so I could delete the raw files to free up hard drive space. Anyway, all submitted bluepr...
- Sun May 10, 2020 7:49 am
- Forum: Gameplay Help
- Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
- Replies: 6
- Views: 2488
Re: Train stop on 2-way train track 'overrides' chain signals? [solved]
@disentius, can you add a 4th and a 5th train to that system? it's impossible for 3 trains to gridlock the system, as there is room on either side for 3 trains. The rail signal seems placed correctly, it makes the first bay look into the 2nd bay, and if its free the train can depart. (edit: it's the...
- Sat May 09, 2020 5:49 pm
- Forum: Gameplay Help
- Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
- Replies: 6
- Views: 2488
Re: Train stop on 2-way train track 'overrides' chain signals? Any solutions?
Thanks so much
I have just made my first ever working circuit in Factorio
I have just made my first ever working circuit in Factorio
- Sat May 09, 2020 2:11 pm
- Forum: Gameplay Help
- Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
- Replies: 6
- Views: 2488
Train stop on 2-way train track 'overrides' chain signals? [solved]
So I have this 2-way train network with 'passing bays' below, with a train stop on either end, the trains are driving between those two train stops. This network works correctly, as in no train ever drives on the 2-way track before the next 'passing bay' is free, preventing gridlocks. . . In the scr...
- Sat May 09, 2020 8:36 am
- Forum: Maps and Scenarios
- Topic: Factorio LandBlock
- Replies: 0
- Views: 3571
Factorio LandBlock
Welcome to Factorio Landblock! It's a small world ain't it! Claim your space on this heavily populated chunk of land, but watch out! The locals evolve at double speed, and have fierce guards the further you push into their territory! Survived the beginning? Good! Now use your engineering skills and ...