Search found 368 matches
- Sun Apr 30, 2017 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [for 0.16] [0.15.X] Centrifuge looses green tint with NV goggles
- Replies: 2
- Views: 3482
[posila] [for 0.16] [0.15.X] Centrifuge looses green tint with NV goggles
With NV goggles equipped, Centrifuge loses its green tint seen at night while green-tinted lamps retain their colour.
- Tue Jun 28, 2016 1:56 am
- Forum: Duplicates
- Topic: [0.13.0]Crash on module insert
- Replies: 3
- Views: 1700
[0.13.0]Crash on module insert
SHIFT+Right click with selected Speed module 3 stack on an empty slot (tested twice with 1st slot) in assembling machine 3 crashes the game. 0.004 2016-06-27 21:47:27; Factorio 0.13.0 (Build 22782, win64, steam) 0.005 Operating system: Windows 7 Service Pack 1 0.005 Program arguments: "E:\Stea...
- Sat Mar 05, 2016 1:20 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 223802
Re: Friday Facts #128 - Back down to earth
Loader as modified inserter is definitely a NO in my opinion - easy to spam, which will make inserters obsolete. I can see loaders as "warehouse"-type structure - taking a significant space structure that works as a large chest while having a IN and OUT gates that can be linked to belts. P...
- Sat Mar 14, 2015 5:19 am
- Forum: Ideas and Suggestions
- Topic: Movable liquids and gases
- Replies: 4
- Views: 2281
Re: Movable liquids and gases
I think it would be better if they wont be able to be transported at all.
Tank carts for long travel, and pipe for immediate piping. I believe it would make the game more interesting.
Tank carts for long travel, and pipe for immediate piping. I believe it would make the game more interesting.
- Sun Feb 01, 2015 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Packagers
- Replies: 9
- Views: 5718
Re: Packagers
I am against it.
Space restriction is fundamental challenge of this game, together with time constrains. Resource availability not so much.
This suggestion only makes end-game easier. Which isnt needed.
Space restriction is fundamental challenge of this game, together with time constrains. Resource availability not so much.
This suggestion only makes end-game easier. Which isnt needed.
- Sun Feb 01, 2015 12:05 am
- Forum: Ideas and Suggestions
- Topic: Splitting off one side of a belt
- Replies: 9
- Views: 10160
Re: Splitting off one side of a belt
Please for the love of Bob - use Search!
this topic has been brought up many times in the past with significant and through arguments for and against this suggestion, in fact I believe even devs themselves stated already, that current design will remain as it is,
this topic has been brought up many times in the past with significant and through arguments for and against this suggestion, in fact I believe even devs themselves stated already, that current design will remain as it is,
- Sat Jan 31, 2015 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Large Bridge Cranes
- Replies: 38
- Views: 37971
Re: Large Bridge Cranes
I would agree with Ssilk that (C) would be best out of 3. I wont necessary call it "space compression" but more like IKEA boxes: 1 unit that contains all necessary bolts and screws to build particular building. There are other ways to go around this problem: D) Buildings are unequal. All e...
- Tue Jan 20, 2015 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 21154
Re: Items, too big for the inventory
I've proposed similar idea recently (https://forums.factorio.com/forum/vie ... php?t=7475)
As well as few years ago.
As well as few years ago.
- Sun Jan 18, 2015 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Peeps & Creeps
- Replies: 2
- Views: 1901
Re: Peeps & Creeps
This is factory management game. Biters are used only as means of player control and challenge factor. Unless devs would come up with biological alternative for belts inserters and the like, playing as biters would be fundamentally against main gameplay. And even then it would be more worthwhile to ...
- Sun Jan 18, 2015 3:18 am
- Forum: Implemented Suggestions
- Topic: Map generation: Starting VISIBLE area
- Replies: 4
- Views: 3282
Re: Map generation: Starting VISIBLE area
Code: Select all
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
- Mon Jan 12, 2015 5:50 am
- Forum: Ideas and Suggestions
- Topic: Liquid overflow system.
- Replies: 3
- Views: 3603
- Mon Jan 12, 2015 5:41 am
- Forum: Implemented Suggestions
- Topic: More barrels use
- Replies: 4
- Views: 3037
Re: More barrels use
Yeah barrels are stupid, not only it allows handling liquids like average items (removing their uniqueness) it is also much more efficient (space wise) to store them in chests than in tanks :/
- Sun Jan 11, 2015 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Liquid overflow system.
- Replies: 3
- Views: 3603
Re: Liquid overflow system.
This is possible already using pumps.
- Sat Jan 10, 2015 5:41 pm
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 36754
Re: Hi, and welcome to belt hell
None of these arguments were ad hominem This discussion is not about enforcing people to put cables on belts: they can do whatever they please. Point is not to become stuck in archaic thinking "cables on belts is bad" and keep an open mind about it, because there are some times, when it is...
- Sat Jan 10, 2015 1:50 am
- Forum: Outdated/Not implemented
- Topic: Renaming active provider chests
- Replies: 9
- Views: 3870
Re: Renaming active provider chests
Current name tells me exactly what it does.
None of your suggestions do the same, and having passive provider called provider is confusing as well (since it provides after all storage chests are empty)
None of your suggestions do the same, and having passive provider called provider is confusing as well (since it provides after all storage chests are empty)
- Sat Jan 10, 2015 1:48 am
- Forum: Ideas and Suggestions
- Topic: Lane Splitter | Basics
- Replies: 4
- Views: 4448
Re: Lane Splitter | Basics
We all have to admit though, we have all wanted a smart splitter, if not for filtering reasons, for reducing the amount of items (ie 1:16) down a particular line. Yes, we can achieve this with smart inserters and/or back to back multiple splitters, but the joy of Factorio is to research better tech...
- Thu Jan 08, 2015 10:59 am
- Forum: Ideas and Suggestions
- Topic: Military Robots
- Replies: 14
- Views: 7210
Re: Military Robots
But then...whats the point ever having turrets? walls?
- Thu Jan 08, 2015 9:45 am
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 21154
Re: Large and Heavy items
Were cargo blimps and cargo mechs suggested in this thread already? I want to be careful around these. Frankly if they are just results of proposed infrastructure - they can be viable albeit that is more of a developer territory. I would prefer to suggest the general concept and possibilities, with...
- Tue Jan 06, 2015 10:13 am
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 36754
Re: Hi, and welcome to belt hell
8 is easy. need more than 8? make it 16 then. PA&AP A<<<A >>\C^<< A>>^A PA&AP P=providers A=AC Assemb. C = copper wire & = longhanded copper plate insertion Rest represents a plastic and circuits belts into a whirlpool/loop. Specifics are up to the builder, I'm not gonna make a 144 char...
- Tue Jan 06, 2015 12:24 am
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 36754
Re: Hi, and welcome to belt hell
There are designs, that allow having 2,3, and more inserters bringing in materials. There are designs where it is much more preferable to conserve space. and finally there are priority belt designs that allow fine-tuning production on a level impossible with inserters alone. yes 9 items out of 10 il...