Search found 140 matches

by MEOWMI
Wed Oct 21, 2020 7:17 am
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 11
Views: 466

Re: Spidertrons need to be damaged by explosions

I imagine one good reason for spidertron legs not taking collision is to prevent you from utterly dying to trains, unless they already get around this by not allowing it to path onto rails.
by MEOWMI
Mon Oct 19, 2020 1:46 pm
Forum: Not a bug
Topic: [1.0.0] Inserters placing plates onto full belt. Not sure if plates are lost or not.
Replies: 4
Views: 219

Re: [1.0.0] Inserters placing plates onto full belt. Not sure if plates are lost or not.

Yes, even tiny gaps will be filled. If the belts are not completely full (not fully compressed) and there is even the tiniest gap between items, inserters will always consider that as a valid space to place an item and delay the rest of the items for a fraction of a second, enough to create room for...
by MEOWMI
Tue Oct 13, 2020 11:54 am
Forum: General discussion
Topic: "Widely used" settings that motivate the use of trains
Replies: 9
Views: 443

Re: "Widely used" settings that motivate the use of trains

Factorio is pretty hard to "fail" at, so point 2 is a bit difficult, but suffice to say, if that's the case, I don't think you would want anything less than deathworld. In fact, deathworld settings could combine quite interestingly with some inspiration from train world like Serenity suggests. Defin...
by MEOWMI
Mon Oct 12, 2020 11:50 pm
Forum: Ideas and Suggestions
Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
Replies: 20
Views: 487

Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.

There is wave defense which fits a lot of this, and furthermore there's yet another gamemode (whose name escapes) which is exactly this kind of "feed the beast" thing: you produce increasingly complex items and deliver them to a chest within a time limit.
by MEOWMI
Mon Oct 12, 2020 1:19 am
Forum: Gameplay Help
Topic: Need just a LITTLE help with Demo Scenario 5
Replies: 3
Views: 232

Re: Need just a LITTLE help with Demo Scenario 5

The furnaces pick up ore and coal from 2 separate belts IIRC, that's all you really need from the scraps. I have no idea what the other remnants to the east were and just made my own. Easier and more flexible that way. I don't think they're meant to hint at anything - unless you really insist on rea...
by MEOWMI
Sat Oct 10, 2020 9:03 pm
Forum: Videos
Topic: How C&C Fans Play Factorio
Replies: 7
Views: 243

Re: How C&C Fans Play Factorio

I do like how the roleplaying gives it that extra creative touch.
by MEOWMI
Fri Oct 09, 2020 8:59 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 140
Views: 14358

Re: Friday Facts #361 - Train stop limit, Tips and tricks

These are really good changes! Across the board! Below, a list of controls that I wish the game had told me or explained to me more thoroughly. I'm almost sure you have them all covered because of how impactful they are and how much out-of-the-box thinking some of them require to be discovered, but ...
by MEOWMI
Thu Oct 08, 2020 3:09 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 444

Re: Make chain signals the norm, and rail signals for experts

This could be a really nice thing to have in the tutorial! A bit of variety helps you check your understanding.
by MEOWMI
Wed Oct 07, 2020 12:19 am
Forum: Gameplay Help
Topic: how do I switch between accumulator and steam/coal based machine?
Replies: 42
Views: 1515

Re: how do I switch between accumulator and steam/coal based machine?

You'll want to first make sure there's only 1 power pole between your steam generators and the rest of your network, then replace that one with the power switch, then finally place an extra accumulator nearby to allow you to build the combinator circuitry all compact near the switch.
by MEOWMI
Wed Sep 30, 2020 10:57 pm
Forum: General discussion
Topic: Planning vs Winging it
Replies: 32
Views: 1197

Re: Planning vs Winging it

You can absolutely get very far just by winging it. I usually do so, though over time I've found and designed a few builds that I like, which I keep blueprinted. There are some general principles you can apply to make it easier and can take a lot of hassle out of just "winging it", but from thereon,...
by MEOWMI
Sat Sep 26, 2020 7:31 am
Forum: Fan Art
Topic: Bad timing to cross a railroad
Replies: 4
Views: 284

Re: Bad timing to cross a railroad

This is really really well done!
by MEOWMI
Sat Sep 26, 2020 7:29 am
Forum: Gameplay Help
Topic: Tackling the yellow science production
Replies: 7
Views: 399

Re: Tackling the yellow science production

It's a bit challenging, but try giving yourself extra building space to work with. I've found that's usually the biggest problem, and when I do decide to put a lot of extra space between different parts of the factory, I always end up being really happy with the decision later on. If that doesn't gi...
by MEOWMI
Thu Sep 10, 2020 7:37 am
Forum: General discussion
Topic: Are Friday Facts and New Releases a thing of the past?
Replies: 12
Views: 817

Re: Are Friday Facts and New Releases a thing of the past?

Also there is a fan-made FFF now: https://alt-f4.blog/

Obviously, not exactly the same thing, but I think it does a brilliant job at delivering new content from the community.
by MEOWMI
Thu Sep 10, 2020 7:26 am
Forum: Ideas and Suggestions
Topic: Spidertron Battery
Replies: 3
Views: 244

Re: Spidertron Battery

+1

The UI's practically asking for it too :P
by MEOWMI
Tue Sep 08, 2020 1:31 am
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 5
Views: 150

Re: QOL: easy spidertron remote-selection

I like the idea of pipetteing, though I don't know if Q could be used for this, maybe if we allow overriding existing UI functionality... and creating a new unique hotkey for it seems even more awkward. In the meantime though, you can also do something like have a separate hotbar page solely for spi...
by MEOWMI
Mon Sep 07, 2020 1:03 am
Forum: Ideas and Suggestions
Topic: Tunnel or bridges for trains
Replies: 104
Views: 16037

Re: An argument for train tunnels (again..)

For completeness, I'll add this reply from yesterday's AMA on Reddit since it's relevant: The entire collection of rail logic is built on them always colliding when built physically over each other. The underground belt logic has several extra checks all over the belt logic to make them work and has...
by MEOWMI
Mon Sep 07, 2020 12:13 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 90
Views: 33185

Re: Nauvis Post Collapse (16GB ram minimum required)

Klydon wrote:
Sun Sep 06, 2020 6:52 pm
Is there a simple fix to get it to work perhaps?
Mine still shows up and loads just fine. You sure you installed it correctly? It goes in the appdata factorio scenarios folder, extracted.
by MEOWMI
Fri Sep 04, 2020 6:48 am
Forum: Gameplay Help
Topic: Personal roboform
Replies: 9
Views: 221

Re: Personal roboform

Your personal robo port must be charged in order to use. Hover over it to read it's energy level. And yes, you need like 10 solar panels at least.

Your personal robo port works differently from the base robo ports. The ones in the base require logistics chests.
by MEOWMI
Wed Sep 02, 2020 12:57 pm
Forum: Gameplay Help
Topic: How can I block a ghost/blueprint from being constructed?
Replies: 3
Views: 173

Re: How can I block a ghost/blueprint from being constructed?

There's no perfect solution here (outside of mods). Your best bet might be to copy those contents to a (temporary) blueprint book, maybe even place something around to mark where its boundaries are. You won't be able to see the ghost this way, but you can keep them neatly organized in a book (or boo...
by MEOWMI
Mon Aug 31, 2020 2:52 pm
Forum: Balancing
Topic: Delete the "Follower robot count" mechanic
Replies: 7
Views: 1046

Re: Delete the "Follower robot count" mechanic

Since the limiting factor (ostensibly both in the short and long run) is deployment speed, it could be an exciting change if it also increased the lifetime of deployed robots. This not only makes use of the existing technology, but also gives the much-needed combat robot buff. I'm not sure if the ma...

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