Search found 368 matches

by Garm
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: 1230

[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.
by Garm
Tue Jun 28, 2016 1:56 am
Forum: Duplicates
Topic: [0.13.0]Crash on module insert
Replies: 3
Views: 418

[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:\Steam Gam...
by Garm
Sat Mar 05, 2016 1:20 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 108697

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. Possibly li...
by Garm
Sat Mar 14, 2015 5:19 am
Forum: Ideas and Suggestions
Topic: Movable liquids and gases
Replies: 4
Views: 625

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.
by Garm
Sun Feb 01, 2015 5:29 pm
Forum: Ideas and Suggestions
Topic: Packagers
Replies: 9
Views: 2490

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.
by Garm
Sun Feb 01, 2015 12:05 am
Forum: Ideas and Suggestions
Topic: Splitting off one side of a belt
Replies: 9
Views: 3172

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,
by Garm
Sat Jan 31, 2015 11:54 pm
Forum: Ideas and Suggestions
Topic: Large Bridge Cranes
Replies: 37
Views: 22398

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 early build...
by Garm
Tue Jan 20, 2015 11:08 pm
Forum: Ideas and Suggestions
Topic: Items, too big for the inventory
Replies: 8
Views: 1248

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.
by Garm
Sun Jan 18, 2015 6:22 pm
Forum: Ideas and Suggestions
Topic: Peeps & Creeps
Replies: 2
Views: 444

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 ...
by Garm
Sun Jan 18, 2015 3:18 am
Forum: Ideas and Suggestions
Topic: Map generation: Starting VISIBLE area
Replies: 4
Views: 559

Re: Map generation: Starting VISIBLE area

Code: Select all

/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
Just use this command at the beginning if the game.
by Garm
Mon Jan 12, 2015 5:41 am
Forum: Ideas and Suggestions
Topic: More barrels use
Replies: 4
Views: 929

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 :/
by Garm
Sun Jan 11, 2015 7:16 pm
Forum: Ideas and Suggestions
Topic: Liquid overflow system.
Replies: 3
Views: 821

Re: Liquid overflow system.

This is possible already using pumps.
by Garm
Sat Jan 10, 2015 5:41 pm
Forum: Show your Creations
Topic: Hi, and welcome to belt hell
Replies: 38
Views: 24765

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 not only ...
by Garm
Sat Jan 10, 2015 1:50 am
Forum: Ideas and Suggestions
Topic: Renaming active provider chests
Replies: 9
Views: 1178

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)
by Garm
Sat Jan 10, 2015 1:48 am
Forum: Ideas and Suggestions
Topic: Lane Splitter | Basics
Replies: 4
Views: 1423

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...
by Garm
Thu Jan 08, 2015 10:59 am
Forum: Ideas and Suggestions
Topic: Military Robots
Replies: 14
Views: 2500

Re: Military Robots

But then...whats the point ever having turrets? walls?
by Garm
Thu Jan 08, 2015 9:45 am
Forum: Ideas and Suggestions
Topic: Large and Heavy items
Replies: 31
Views: 6798

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...
by Garm
Tue Jan 06, 2015 10:13 am
Forum: Show your Creations
Topic: Hi, and welcome to belt hell
Replies: 38
Views: 24765

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 character grid f...
by Garm
Tue Jan 06, 2015 12:24 am
Forum: Show your Creations
Topic: Hi, and welcome to belt hell
Replies: 38
Views: 24765

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...

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