Search found 33 matches

by AmbulatoryCortex
Thu Nov 25, 2021 2:34 pm
Forum: General discussion
Topic: survival focused game map ideas
Replies: 7
Views: 2542

Re: survival focused game map ideas

For serious biter infestations, I install vehicle grid and personal generator mods. Then the locomotive can defend itself. I also use huge trains(4-8 at least), since those can barrel through even behemoths. With a huge train loaded with personal lasers, you can expect a train to never end up dead. ...
by AmbulatoryCortex
Fri Jul 19, 2019 10:42 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 206441

Re: Friday Facts #304 - Small bugs; Big changes

I do not like the oil changes, particularly moving conbots later.
by AmbulatoryCortex
Thu Jan 03, 2019 2:43 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 34852

Re: Did no one else notice massive nerf of tank in 0.17?

Adding the equipment grid to tank would be a lot of fun yeah. Gimme! :D Okay, we have two devs saying they want it. It's already in the game to the extent that it can easily be used by mods. We better get this in vanilla. Whilst it sounds great (and hence I also want it), I suspect it will probably...
by AmbulatoryCortex
Wed Jan 02, 2019 6:11 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 34852

Re: Did no one else notice massive nerf of tank in 0.17?

A simple buff for the tank would be to make it more of a juggernaut. Let it drive over trees and small biters without slowing down and taking much damage. That would make tank combat feel distinctly different from the car or power armor combat. Making it push biters in addition to damaging them wou...
by AmbulatoryCortex
Wed Jan 02, 2019 5:55 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 34852

Re: Did no one else notice massive nerf of tank in 0.17?

The tank also easily gets stuck and doesn't have a good way to defend itself when it happens. The nerf to the machine gun will make this worse. The tank should have more armor, more crushing power, a real flamethrower instead of the torch, and the main cannon should instagib anything short of a behe...
by AmbulatoryCortex
Sat Jul 07, 2018 5:02 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55094

Re: Friday Facts #250 - Dead end conclusion

When implementing deprecation of mods on the mod portal, please give us the ability to include deprecated mods in our searches. I have dug up abandoned mods multiple times with the goal of using their guts in something of mine.
by AmbulatoryCortex
Wed Jan 04, 2017 6:01 pm
Forum: Ideas and Suggestions
Topic: Different power icon for buildings disabled by a switch
Replies: 31
Views: 7141

Different power icon for buildings disabled by a switch

Currently, when a power switch is controlling a group of buildings, the "no power" sprite is the same as if power were simply disconnected. This causes some confusion, particularly in multiplayer, and frequently people "fix" the lack of power by adding power poles. Naturally, thi...
by AmbulatoryCortex
Sat Dec 17, 2016 4:43 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63575

Re: Friday Facts #169 - Combat revisit 2

I do not like the idea of a minimum range for the flamethrower. It's entirely counterintuitive and will make it annoying to use. It already damages the player, why does it need a minimum range also?
by AmbulatoryCortex
Sat Aug 27, 2016 5:23 pm
Forum: General discussion
Topic: 90 degree 4-belt merge
Replies: 17
Views: 23913

Re: 90 degree 4-belt merge

5x7, now that's what I could live with: Seems like my 5x7 solution is the most compact one presented in the thread to date that still supports full throughput. 5x7 = 35 tiles, 6x6 would still be 36 tiles. I really like this design because it should easily fit anywhere where two lanes are otherwise ...
by AmbulatoryCortex
Sat Aug 06, 2016 1:54 pm
Forum: General discussion
Topic: Flamethrower behavior changed.
Replies: 7
Views: 3361

Re: Flamethrower behavior changed.

The new flamethrower is much better. Why on earth would I not want the flamethrower to spray where I tell it to?
by AmbulatoryCortex
Sat Mar 12, 2016 6:55 pm
Forum: Texture Packs
Topic: [Request]Cargo Locomotive
Replies: 2
Views: 3198

[Request]Cargo Locomotive

I'd like a spriteset for a heavy locomotive. It should be the same size as the default Factorio locomotive. It should look something like an armored-up SD70(the picture) in Factorio's graphical style.

Image
by AmbulatoryCortex
Sat Mar 12, 2016 6:47 pm
Forum: Mods
Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
Replies: 9
Views: 6103

Re: Longer Trains 0.0.1 [12.26+]

BenediktMagnus wrote:Very interesting mod!

But I think seronis is right: Why not another train with that values instead of a replacement? You could use both trains and don't miss the standard one.
I think I might do this. I'll go beg for a cargo locomotive spriteset.
by AmbulatoryCortex
Fri Mar 11, 2016 3:26 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134446

Re: Friday Facts #129 - The late game

Regarding trains, why not just make train max speed affected significantly less by the number of wagons its pulling? Then we'd be able to build giant steel snakes instead of the tiny things we use now.
by AmbulatoryCortex
Thu Mar 10, 2016 7:47 pm
Forum: Mods
Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
Replies: 9
Views: 6103

[MOD 0.12.26] Longer Trains 0.0.1 [12.26+]

Longer Trains Description: This mod makes long trains more viable. This mod increases locomotive power and mass, making long trains more viable. Probably not so great for double-header trains, though. Details: Name: LongerTrains (this should be exactly the same as in info.json!) MOD Version: 0.0.1 ...
by AmbulatoryCortex
Wed Mar 09, 2016 5:03 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197286

Re: Support - Uranium Power

Am I doing this right? I'm producing power, but it just feels wrong. The one on the right was the final blueprinted design. That north pressurized water tank is not connected to that normal water pipe, even though it looks it. The lone steam engine is an overflow dump. http://i.imgur.com/S8rMJi3.png
by AmbulatoryCortex
Sat Mar 05, 2016 8:01 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86727

Re: [MOD 12.11+] Train Outposts

It appears that one cannot discover new resources with radar in this mod. I'm using SnoopyTiga radar and the resources and bugs don't show up on the map until I drive over to the big blank areas.
by AmbulatoryCortex
Sat Feb 06, 2016 6:16 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 201828

Re: Fluid mechanics

How does this compare with underground pipes?
by AmbulatoryCortex
Sat Jan 30, 2016 1:15 am
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74155

Re: Friday Facts #123 - Better circuit network (Part 2)

sekanz wrote:I, for one, am excited about the new features. So the bases are going to be larger... I'm all for it! What factorio player wouldn't like some additional complexity?
Additional complexity is detrimental when it doesn't add anything meaningful.
by AmbulatoryCortex
Sun Dec 27, 2015 3:17 pm
Forum: Mods
Topic: [0.12.11+] Dynamic Expansion
Replies: 7
Views: 20692

Re: [0.12.11+] Dynamic Expansion

Pohybel wrote:Is there a chance for compatibility with 12.20. :?:
What? I've been using it with 12.20...
by AmbulatoryCortex
Sat Oct 17, 2015 1:14 pm
Forum: Mods
Topic: [0.12.11+] Dynamic Expansion
Replies: 7
Views: 20692

Re: [0.12.1] Dynamic Expansion

Hey Alyx, I love the mod, and didn't want all the weird terraforming stuff in Natural Evolution, so I've been keeping the mod up to date.

Mod now compatible with 12.11.

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