Search found 24 matches
- Tue Oct 22, 2024 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 15
- Views: 2695
Re: Auto-launching of mixed rockets
You can set a custom rocket load out on the space platform, there is a option for that. But I think it's still only a single type of item that gets send, so the rocket is mostly empty. You're supposed to automate that with the circuit network. And honestly I think it's fine that way, it's still easi...
- Fri Jul 19, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24083
Re: Friday Facts #420 - Fusion Reactor
I think it looks absolutely awesome. But I don't like the mechanics, they feel way to similar to fission, rather repetitive. I'd would love to seen something akin to Helions approach, directly using the magnetic field of the plasma to generate electricity. This way the generator would be pulsed. Mea...
- Fri Feb 23, 2024 4:08 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 64640
Re: Friday Facts #399 - Trash to Treasure
- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid. This is the only ...
- Fri Sep 29, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 104319
Re: Friday Facts #378 - Trains on another level
Spaghetti trains, hell yeah. With the new ability to Route trains over the base a lot of possibilities open up. I wonder how much awesome stuff is left, surely you can't keep this up until release. That would be one hell of a ride. Also, can I make a wish? Hopper/Funnel unloader: To dump stuff direc...
- Sat Jun 20, 2020 6:27 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 82810
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
https://forums.factorio.com/viewtopic.php?p=488255#p488255 I love you guys, you are by far my favorite developer studio. And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically? Sure it's a waste, but honestly as somebody who witnessed idiots putting a chem...
- Sun Apr 05, 2020 10:15 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 100913
Re: Friday Facts #339 - Beacon HR + Redesign process
I don't like the "tower" idea of the beacon. But I think this design is going somewhere https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif Lose the pin on top, sink it deeper into the hole to reduce the complexity. Basically a hole in the ground with mysterious suspended...
- Fri Jul 26, 2019 2:33 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 327238
Re: Friday Facts #305 - The Oil Changes
Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right. Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo. I'd have it rather if you would need a recipe change to require: 1x crude oil barrel 2x petroleum barrel...
- Fri May 03, 2019 5:05 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 62001
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book that includes: All accumulated Friday Facts up to this point Art work Maybe Popular blueprints with description (and a exchange string QR Code) Tips and tricks Factorio dev history Lore 3-5 keys t...
- Fri Feb 02, 2018 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 41258
Allow Armors to charge on power poles
Well the idea is simple,
allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
- Sun Jan 14, 2018 4:46 pm
- Forum: Ideas and Suggestions
- Topic: How to make pallets work, and fix the bot op problem
- Replies: 1
- Views: 1162
How to make pallets work, and fix the bot op problem
OK this is a touchy topic for a lot of people but while I like bots for their versatility I also detest them to be able to get that kind of performance. In order to change that, belts need to be able to be competitive with robots in terms of conveniences and speed. But that is not a easy feat consi...
- Sat Sep 10, 2016 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3100
Re: Attack on Albert: Pressure gauges for the pipes
Indeed, this mod adds everything to solve my problems. But I'm not quite satisfied with it. I don't like the idea of adding nine new items when one configurable item is sufficient. Solving the "connection" mess by adding each piece as standalone isn't good practice. Another solution to tha...
- Fri Sep 09, 2016 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for some Loading Changes
- Replies: 3
- Views: 2290
Re: Ideas for some Loading Changes
Well I think you will have to wait until a real pre- game/load lobby system is implemented. It is possible to validate the check sums for a savegame, but squeezing it into the current game wont be easy, at least if my guesses are right. But I agree a proper timestamp system which is only downloading...
- Fri Sep 09, 2016 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3100
Re: Attack on Albert: Pressure gauges for the pipes
Well I'm conditioning my pipe network to be always full pressure with reserves out of the tanks and my current method is not very sustainable one pump in-> two pumps out. That method wastes energy and maybe even resources (haven't tested that yet). I know usually you go refinery -> pump -> tanks -> ...
- Fri Sep 09, 2016 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Attack on Albert: Pressure gauges for the pipes
- Replies: 5
- Views: 3100
Attack on Albert: Pressure gauges for the pipes
Actually this one is probably only hard on albert because it needs new Art and very little code (I boldly assume this). Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps. It would only be fair since the ...
- Mon Aug 29, 2016 7:53 am
- Forum: Duplicates
- Topic: MAJOR CRISIS Demo is missing files
- Replies: 1
- Views: 1266
MAJOR CRISIS Demo is missing files
Yes I know I'm exaggerating a bit here but it is true. I told a friend to try the demo and he was unable to because it is missing: graphics/entity/gate/wall-diode-green.png This is in the live steam branch and on the website so I guess your automated building system messed somewhere up. I was comple...
- Wed Jun 29, 2016 11:12 am
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 37778
Re: Version 0.13.1
Still problems with the server browser.
It's unresponsive and crashes the game.
It's unresponsive and crashes the game.
- Tue Jan 05, 2016 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Multiplicative instead of additive (colored) lighting
- Replies: 11
- Views: 27495
Re: Multiplicative instead of additive (colored) lighting
Oh nice one I think that will be implemented in some sort soon because they want to give us more options to do with the circuit network :-D
Colored lights are good to begin with.
Colored lights are good to begin with.
- Mon Dec 28, 2015 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Map Editor transitions to the "Scenario Editor"
- Replies: 1
- Views: 8875
Map Editor transitions to the "Scenario Editor"
OK, how should I put it. The Map Editor needs love, a lot of it! While the game made significant improvements the Editor seems to be untouched. (no offence here, just seems like it :-) I tried it today for the first time and it lacks some very basic features every editor should have, more on that la...
- Fri Dec 18, 2015 5:40 pm
- Forum: Implemented Suggestions
- Topic: Multiplayer Matching, Server Browser
- Replies: 1
- Views: 5207
Multiplayer Matching, Server Browser
OK I'm really looking forward to test your Server Browser. But since it is still in development I want to take the opportunity to make some wishes about it. One major concern for me is the display speed and I thought a lot about which informations should take priority. (Take SE for example. The Serv...
- Sun Oct 18, 2015 8:15 am
- Forum: Tools
- Topic: A Guide for the Steam Controller and Bindings
- Replies: 4
- Views: 24381
A Guide for the Steam Controller and Bindings
OK folks the Steam Controller is out and I immediately started playing around with it quite a bit. Let me tell you this, that thing is a amazing piece of technology but nothing that works out of the box. (It is plug and play, but to leverage its full potential you have to set up your control scheme ...