Search found 59 matches
- Fri Jun 13, 2014 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Wind turbines as an alternative
- Replies: 2
- Views: 2411
Re: Wind turbines as an alternative
If we get competitive multiplayer or a decent AI we could have enemy plan attacks at worst time based on night and/or low wind conditions. But, it would also be beneficial for the wind to vary even more. Like from 20 % to 400 % or something. Obviously being more on the average than on the extremes. ...
- Tue Jun 10, 2014 12:15 am
- Forum: General discussion
- Topic: Forum guidelines needed
- Replies: 18
- Views: 14641
Re: Forum guidelines needed
Personally I think, that rules are the last border. The point, to where you can go, but no step further or the hand is cut :) I came always very good through my life with the motto: contracts are useful, when we cannot talk anymore. That would be ideal, sure... But it is only really going to work o...
- Mon Jun 09, 2014 11:29 pm
- Forum: General discussion
- Topic: Forum guidelines needed
- Replies: 18
- Views: 14641
Re: Forum guidelines needed
We had quite a bit of chatting on IRC about this. Given that Factorio will only grow and that'll make problems with troublemakers a lot more common. Without proper rules it will be really hard for moderators to keep the forum clean. And it will easily cause different moderators to moderate different...
- Mon Feb 24, 2014 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Power for the Power Armor!
- Replies: 4
- Views: 5283
Re: Power for the Power Armor!
Recharge station would sure be nice. Also some strange clunky portable oil-powered plant could fit the style. Could slow down your speed a bit (unless you negate it with exoskeleton) or something, but still make quite nice power output. Though with recharge station, it could allow abuse if you take ...
- Mon Feb 24, 2014 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Electricity with Oil = (happy face)
- Replies: 7
- Views: 3645
Re: Electricity with Oil = (happy face)
You can do this indirectly: Process your excess oil into solid fuel and use it to power steam engines. It is a lot of work and requires flow of water. While you could easily use water barrels to supply one time water for closed circuit oil power plant far from water (or require water pipe to chemic...
- Mon Feb 24, 2014 5:17 pm
- Forum: Implemented Suggestions
- Topic: Hotkey bar being actual inventory slots is weird
- Replies: 7
- Views: 3308
Re: Hotkey bar being actual inventory slots is weird
It sure feels strange early on. But one can adapt to it sure. Though, it might be better for new players to get into the game easier with system similar to virtually every other game using quick toolbars. I don't think it would be much work to change this. But would obviously need increasing the nor...
- Mon Feb 24, 2014 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Modular armour item rotation
- Replies: 2
- Views: 9897
Re: Modular armour item rotation
If you really want to use personal lasers, I propose you place 2 personal lasers above each other and now you have 4 free fields on top. Now put eg 2 shields, the fusion reactor or one exeskeleton on top. This way you make full use of the height. I know they suck... That is why I only want a single...
- Mon Feb 24, 2014 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Modular armour item rotation
- Replies: 2
- Views: 9897
Modular armour item rotation
It would be really nice to be able to rotate items into the modular armor. Like personal laser is 3x2 item. But everything else is divided by 2 (other than solar which is 1x1) on height. So if you put odd amount of 3x2 items on 10x10 armor, you will lose 1x2 of space or have to use weak solars on it...
- Wed Feb 19, 2014 5:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0]Blueprint rotate fails at times
- Replies: 1
- Views: 1277
[0.9.0]Blueprint rotate fails at times
I made a quite large blueprint of power production (56 boilers with inserters and belts, 40 steam engines etc.) and it worked fine the first time with rotation. But trying to use it for second time, the blueprint was off. Technically buildings were on the correct spot, but they didn't rotate. So, al...
- Tue Feb 18, 2014 11:45 pm
- Forum: Not a bug
- Topic: [0.9.0] Logistics bots may bring more items than set
- Replies: 3
- Views: 5085
[0.9.0] Logistics bots may bring more items than set
Logistics bots will not cancel already started gathering run even if you do get enough items from other route. This will cause there to be too many of that item in inventory. They should at least cancel it if they have not yet retrieved the wanted items. Not sure what should be done if they already ...
- Tue Feb 18, 2014 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Research oddities (power armor stuff)
- Replies: 1
- Views: 1243
[0.9.0] Research oddities (power armor stuff)
It seems a bit odd that you can research power armor 2 and portable fusion reactor without any alien science packs. But to make those, you need *lots* of alien artifacts. Shouldn't alien tech need alien science packs?
- Tue Feb 18, 2014 11:04 pm
- Forum: Not a bug
- Topic: [0.9.0] Rocket upgrades need alien packs from start
- Replies: 1
- Views: 2915
[0.9.0] Rocket upgrades need alien packs from start
It seems that first and second upgrade for rocket damage and shooting speed should use t3 science packs instead of alien ones. First uses 200 each and second 250 each, but third suddenly uses only 100 each (fourth 150 each and so on). But instead of first two being with t1-t3 packs, it uses t1-t2 + ...
- Tue Feb 18, 2014 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Basic modular armor issues
- Replies: 1
- Views: 1128
[0.9.0] Basic modular armor issues
Edit: Items inside the armor don't show any tooltip to know what they are. You can only guess from the appearance and total info on energy storage etc. Also when you hover over or open the armor, the tooltip is shown twice. Tooltip says open up with left button. While with default config it is right...
- Tue Feb 18, 2014 10:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] second toolbar borked
- Replies: 1
- Views: 1237
[0.9.0] second toolbar borked
With second toolbar in use, I often find various items that are supposed to be in tool bar to be in inventory at smaller amounts. After some testing, I found out that this always happens for that toolbar that isn't currently active when you get items. They go to inventory without checking if they sh...
- Tue Feb 18, 2014 4:53 pm
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 23806
Re: Feedback 0.9
With so much pipes everywhere... It would be nice to have a special + pipe that would let liquid flow straight in both directions without connecting them together. In many cases that can be done with underground pipe, but say if you want multiple chemical plans in a row, it will need a lot of pipes.
- Tue Feb 18, 2014 4:41 pm
- Forum: General discussion
- Topic: Default keys
- Replies: 4
- Views: 3783
Re: Default keys
You can also get a default config.ini yourself at any time by renaming your current one and starting Factorio. A default one will be created and then you can switch back to your old one (or keep the default one).
- Tue Feb 18, 2014 4:36 pm
- Forum: Implemented Suggestions
- Topic: Fluid Refund when Changing Oil Production
- Replies: 8
- Views: 3665
Re: Fluid Refund when Changing Oil Production
It has been stated that the liquid storage will go down to 2x input for recipe. That will get rid of most waste. I suppose the rest could be automatically pumped back to network if not full.
- Tue Feb 18, 2014 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Electricity with Oil = (happy face)
- Replies: 7
- Views: 3645
Re: Electricity with Oil = (happy face)
Even oil needs steam engines to generate electricity from heat. Even some solar plants use a steam generator. Piroelectricity could be used but is so so sooooo uneficient. Only wind, hydraultic (tidal and rivers) and the ones that directly use mechanical power dont need steam generators. Even nucle...
- Mon Feb 17, 2014 3:06 am
- Forum: Releases
- Topic: Version 0.9.0
- Replies: 62
- Views: 49591
Re: Version 0.9.0
I believe that you can do this with the current pumps. You can just connect pump to the refinery part, and when the solid fuel production is after the pump T section, something should get there only when the pump can't work -> The storage part is full. That might work sure. But pumps need engines a...
- Sun Feb 16, 2014 5:46 pm
- Forum: Releases
- Topic: Version 0.9.0
- Replies: 62
- Views: 49591
Re: Version 0.9.0
There sure are a lot of trees. I'm by no means against of that, but most forests should be not too thick so you could walk past em. And it would be nice if trees a bit avoided mineral areas. So you won't need to destroy so many trees to get in some mining. After all, mining spots should be quite roc...