When in doubt,it's later, not earlier.Sander Buruma wrote:I sure hope sopawel.dawidowski wrote:Is there any chance to release 0.12 before friday?
Search found 344 matches
- Sun Jul 05, 2015 11:54 am
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 46361
Re: Friday Facts #93 - Furious Finish
- Sun Jul 05, 2015 7:04 am
- Forum: Won't implement
- Topic: GUI Override
- Replies: 6
- Views: 7229
GUI Override
Would it be possible to override the default UI with something else entirely?
- Sun Jul 05, 2015 6:51 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19462
Re: RepairChest Mod
I am not all talk and no doing. I continue to persist and work on my mod..
#2
Finally created a list of all player built entity within a certain distance. The radius is only 1, but that will change later.
Started work on GUI. Right now, all I have is a button that float when near a repairChest.
#2
Finally created a list of all player built entity within a certain distance. The radius is only 1, but that will change later.
Started work on GUI. Right now, all I have is a button that float when near a repairChest.
- Sun Jul 05, 2015 12:37 am
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24909
Re: [0.11.22] Command Control - Remote viewing and management
You beat me to the punch!
But I wouldn't use radars as surveillance method. I got my own idea. In fact, it would be a whole set of game mechanic.
First, I need to finish my initial mod project.
But I wouldn't use radars as surveillance method. I got my own idea. In fact, it would be a whole set of game mechanic.
First, I need to finish my initial mod project.
- Sat Jul 04, 2015 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Continents
- Replies: 12
- Views: 7539
Re: Continents
Separate continent and actual rivers please!Marconos wrote:I would love this to be the case. Separate continents would be great, massive shipyards to move products form one to the other etc.
+1 great idea
- Sat Jul 04, 2015 5:22 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 54979
Re: Friday Facts #92 - Personal roboport
If vehicles had modules (and perhaps an innate module energy generator) they would valuable all game and well worth the low investment to get. Vehicles would work GREAT with the personal roboport because they have a huge inventory, the potential for laser defense/shields, and can slide around on co...
- Sat Jul 04, 2015 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Mobile Construction Vehicle
- Replies: 7
- Views: 3829
Re: Mobile Construction Vehicle
Don't forget that a vehicle roboport can use the vehicle's inventory. This means hauling twice the goods or more, since the player's inventory gets loaded down with other stuff. And if you place it on a conveyor belt the whole thing can MOVE. Plus shields plus automatic turrets if it uses suit modu...
- Sat Jul 04, 2015 5:54 am
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 12264
Re: Blueprint catalogue (instead of putting BPs in inventory)
I never really taken full advantages of blueprint in large scale due to how finicky it is to use them. Anything that improves the usability is a big plus in my book.
- Sat Jul 04, 2015 5:52 am
- Forum: Ideas and Suggestions
- Topic: Wireless power transmission
- Replies: 11
- Views: 5807
Re: Wireless power transmission
If it was in any way efficient, it would had been done quite a bit ago IRL.CreeperDaReeper wrote:How efficient would energy transmission by laser be compared to transmission by magnetic field?
- Sat Jul 04, 2015 12:53 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 54979
Re: Friday Facts #92 - Personal roboport
The personal roboport looks amazing, but running dozens of free energy drones from the player instead of a dedicated drone vehicle seems kinda cheaty. There's no way a suit can generate power of that magnitude! But then again we're talking about a player inventory that can hold enough rocket defens...
- Fri Jul 03, 2015 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 10536
Re: Cargo planes
The natives currently have no anti air capability. They will not be able to threaten a plane unless they attack the support infrastructure underlying it all.
- Fri Jul 03, 2015 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 17193
Re: Safe Rail Crossing
What you need is a gantry structure. Simply walk overhead, rather than trying to make railroad crossing works.
- Fri Jul 03, 2015 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Mobile Construction Vehicle
- Replies: 7
- Views: 3829
Re: Mobile Construction Vehicle
With modular vehicles, a dedicated mobile construction vehicle is basically m00t since you can build a mobile construction vehicle by using the right modules. Yes! :-D Modular vehicles! I still want a transforming vehicle! OP's post has an important point: we need a lower tech, non-powersuit availa...
- Fri Jul 03, 2015 3:04 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 46361
Re: Friday Facts #93 - Furious Finish
As a player, the wait is just agonizing! I know you guys are keeping up the good work though. What are the developers' thought on rolling releases ala Firefox and Chrome? As a player, I love to see more frequent releases, but on the other hand the reward must be smaller because they don't pile on du...
- Fri Jul 03, 2015 6:18 am
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 10536
Re: Cargo planes
So you're suggesting a teleporter which runs on fuel? Interesting :) Next thing you know you get co-op games where each team-mate is on their own island, containing only a fraction of resource types. This is probably something they planned. In one of the levels of the campaign you're supposed to bu...
- Fri Jul 03, 2015 6:11 am
- Forum: Ideas and Suggestions
- Topic: Mobile Construction Vehicle
- Replies: 7
- Views: 3829
Re: Mobile Construction Vehicle
With modular vehicles, a dedicated mobile construction vehicle is basically m00t since you can build a mobile construction vehicle by using the right modules.
- Thu Jul 02, 2015 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Uniform weapon bonuses
- Replies: 4
- Views: 1809
Re: Uniform weapon bonuses
I never heard of a tank having a submachine gun mounted on it though. Don't they mount something like a 50 caliber machine gun?
- Thu Jul 02, 2015 7:17 am
- Forum: Mods
- Topic: [WIP]crude oil proccesing[0.0.2]
- Replies: 8
- Views: 10319
Re: [WIP]crude oil proccesing[0.0.2]
It looks like one of those thing that should belong in a bigger mod.
- Thu Jul 02, 2015 5:58 am
- Forum: Ideas and Suggestions
- Topic: Mobile Construction Vehicle
- Replies: 7
- Views: 3829
Mobile Construction Vehicle
I love the mobile construction vehicles from the command and conquer series. Would love to see it here in factorio as well. However, I don't think it makes much sense and would require readjustment and rebalancing to make it worthwhile? Why it doesn't make sense: * Personal roboport makes the idea b...
- Mon Jun 29, 2015 4:02 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 71898
Re: Discussing the (missing?) 4th type of transport!
Here's my take on the matter. From this thread I think it's clear that what were looking for it some sort of bulk, on demand, single use system. I agree that having a rocket delivery system us a bit too much like a teleport, its not in the factorio spirit to expect things delivered instantly. Here'...