Search found 23 matches
- Wed Aug 05, 2015 11:16 am
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 25093
Re: Rockets need a small buff.
If you work with the assumption that some nests are just TOO big to face head on, a "sniper" variant of weapon makes a lot of sense. The rocket launcher would be well suited in this capacity, since the projectiles are fairly expensive and not terribly efficient otherwise. I have yet to ru...
- Mon Jul 27, 2015 11:09 am
- Forum: General discussion
- Topic: End Belts
- Replies: 8
- Views: 11304
Re: End Belts
This is what I've done too. It works well when you have very compact solutions and you don't want your belts mixing.jeroon wrote:What I've been doing is putting a single belt-to-ground at the end, inserters will still take from it and place in it, but turning the belt is much simpler
- Sun Jul 26, 2015 9:22 pm
- Forum: Implemented Suggestions
- Topic: Infinite producing entities
- Replies: 3
- Views: 2276
Re: Infinite producing entities
Nice. You should consider adding infinite ore deposits too.
- Sun Jul 26, 2015 2:36 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 25093
Re: Rockets need a small buff.
The production line is very involved, it takes a hefty chunk of raw materials, the upgrades aren't so great, and the splash damage is kind of meh. Rockets could definitely use a good buff. Or maybe the combat shotfun is too good? I think other weapons should use the combat shotgun as a baseline. Cu...
- Sat Jul 25, 2015 11:17 pm
- Forum: Gameplay Help
- Topic: Things you misunderstood when you were noob, and mistakes
- Replies: 15
- Views: 14809
Re: Things you misunderstood when you were noob, and mistakes
A general mistake is to fail to grasp the scale. As per my earlier post, failing to imagine how many tens of Steam Engines an endgame factory will have. Also in MP in particular, perhaps, failure to communicate to less experienced players about the need for space, so that for instance they might as...
- Sat Jul 25, 2015 11:02 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 25093
Rockets need a small buff.
They currently aren't that powerful IMO. Rockets should start at 100 damage and Explosive Rockets should start at 80 damage.
- Sat Jul 25, 2015 5:01 pm
- Forum: Balancing
- Topic: Cost of electric pole, express undeground belt.
- Replies: 8
- Views: 21724
Re: Cost of electric pole, express undeground belt.
The reason the express belt splitters and underground belts do not need lubricant is because they use an express belt in their recipe. If you think about it, all you have to do to make an underground belt or belt splitter is add the necessary components for that, which never needs lubricant.
- Sat Jul 25, 2015 11:30 am
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 40013
Re: Friday Facts #96 - The fixing phase
The problem with autosaves is that it interrupts the UI. Is it possible to use something similar to the 'latency' system from MP in such a way to leave the UI responsive and delay all the changes to the game state? Can we not save the user input and simply delay the action whilst saving? Or what ab...
- Fri Jul 24, 2015 9:39 pm
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 40013
Re: Friday Facts #96 - The fixing phase
You should look at paradoxes DLC model. It has worked wonders for their games and I keep on buying the dlc. How it works is every so often they release a new set of dlc. That dlc is more like a traditional expansion for games but you can play the game with or without it; they also release minor dlc...
- Thu Jul 23, 2015 8:31 pm
- Forum: Implemented Suggestions
- Topic: Ctrl-Click on machine with modules replaces current modules
- Replies: 3
- Views: 2118
Re: Ctrl-Click on machine with modules replaces current modules
The title is confusing, I know, so I will provide an example. You have an Electric Furnace and it has two Efficiency I modules. You now have a factory producing Efficiency II modules, and you want to upgrade the modules in your Electric Furnaces. Currently, you have to open the machines GUI, take o...
- Thu Jul 23, 2015 7:41 pm
- Forum: Implemented Suggestions
- Topic: Ctrl-Click on machine with modules replaces current modules
- Replies: 3
- Views: 2118
Ctrl-Click on machine with modules replaces current modules
The title is confusing, I know, so I will provide an example. You have an Electric Furnace and it has two Efficiency I modules. You now have a factory producing Efficiency II modules, and you want to upgrade the modules in your Electric Furnaces. Currently, you have to open the machines GUI, take ou...
- Thu Jul 23, 2015 2:49 am
- Forum: Ideas and Suggestions
- Topic: Repair Tower
- Replies: 15
- Views: 6495
Re: Repair Tower
Interesting idea. Would work well for early game defenses until you get repair bots.
- Thu Jul 23, 2015 2:43 am
- Forum: Ideas and Suggestions
- Topic: Steel Mining Drill
- Replies: 9
- Views: 4386
Re: Steel Mining Drill
Why would you need the filter? Only reason I could see is if you have 2 conjoining ore veins and you only want one of the ore, but that is rare from what I see. Unless you need this for mods which add more ores (in which case, this being added as a mod would make more sense). Also, the progression (...
- Wed Jul 22, 2015 3:49 am
- Forum: Ideas and Suggestions
- Topic: Feature similar to Ctrl+Right-Click to split items evenly.
- Replies: 14
- Views: 11564
Re: Feature similar to Ctrl+Right-Click to split items evenly.
The most crucial thing is early game when you don't have much and want to spread the fuel/ammo evenly across a large amount of consumers of them. once you are established it's less vital though being able to say only insert up to this much is still handy for those using efficiency modules who want ...
- Tue Jul 21, 2015 10:54 am
- Forum: Ideas and Suggestions
- Topic: Feature similar to Ctrl+Right-Click to split items evenly.
- Replies: 14
- Views: 11564
Re: Feature similar to Ctrl+Right-Click to split items evenly.
Hold Ctrl + Right-Click down and hover your cursor over any number of machines or inventories and the items will be split evenly between them! I think this would come in handy. You can only hover over one machine at a time, so basicaly this will not be functional. But if you mean, that you walk alo...
- Tue Jul 21, 2015 2:59 am
- Forum: Implemented Suggestions
- Topic: Barrels for other liquids?
- Replies: 3
- Views: 8927
Re: Barrels for other liquids?
Sweet, thanks! Would be nice if it was in the vanilla game, though. I'll definitely be using this mod until then.oLaudix wrote:There is mod for this.
https://forums.factorio.com/forum/vie ... =93&t=7887
- Mon Jul 20, 2015 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Feature similar to Ctrl+Right-Click to split items evenly.
- Replies: 14
- Views: 11564
Feature similar to Ctrl+Right-Click to split items evenly.
Hold Ctrl + Right-Click down and hover your cursor over any number of machines or inventories and the items will be split evenly between them! I think this would come in handy.
- Mon Jul 20, 2015 11:09 pm
- Forum: Implemented Suggestions
- Topic: Barrels for other liquids?
- Replies: 3
- Views: 8927
Barrels for other liquids?
I was originally going to suggest that tanks keep their liquid when picked up, but I think it would fit more with the game if you could fill barrels with any liquid. Not really much else to this suggestion.
I searched before posting and didn't find anything so I hope I'm not reposting.
I searched before posting and didn't find anything so I hope I'm not reposting.
- Sun Jul 19, 2015 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Save won't go to multiplayer
- Replies: 1
- Views: 1463
Re: Save won't go to multiplayer
I'm having the same issue.
Here is my save file:
https://dl.dropboxusercontent.com/u/106 ... World2.zip
For some reason, my game is not generating a log file at all, so I don't have one to give.
Here is my save file:
https://dl.dropboxusercontent.com/u/106 ... World2.zip
For some reason, my game is not generating a log file at all, so I don't have one to give.
- Sat Jul 18, 2015 1:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 97572
Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto
Can you maybe add something like the disc drive from applied energistics (Minecraft Mod)? To what end goal? The disk drive from the AE mod just stored contents on disks you could move around. Are you looking for a chest that you can move around contents and all? Because I have that :P just haven't ...