I couldn't see an option to merge, so I reposted this post as a comment there.
I was going to delete this post now, but can't see that option. Mods - feel free to delete this thread.
Search found 155 matches
- Tue May 16, 2017 8:20 am
- Forum: Ideas and Suggestions
- Topic: Train locomotive improvements - more efficient and realistic
- Replies: 4
- Views: 1195
- Tue May 16, 2017 8:18 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19047
Re: propulsion power of bidirectional trains
I wrote this as a new post before I found this thread - posting here to preserve my point of view. After reading some of these comments I also like the idea of allowing locomotives facing any direction to provide full power, but otherwise work as things do now (i.e. one locomotive must be facing th...
- Tue May 16, 2017 6:47 am
- Forum: Ideas and Suggestions
- Topic: Train locomotive improvements - more efficient and realistic
- Replies: 4
- Views: 1195
- Tue May 16, 2017 2:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15] Burning trees doesn't produce pollution
- Replies: 3
- Views: 2555
Re: [0.15] Burning trees doesn't produce pollution
Also, just fire on the ground, from the flamethrower used to create pollution in 0.14 and doesn't in 0.15
- Tue May 16, 2017 2:14 am
- Forum: Duplicates
- Topic: [0.15.10] Flamethrower + forest fires don't create pollution
- Replies: 2
- Views: 810
Re: [0.15.10] Flamethrower + forest fires don't create pollution
Oops. I did search for multiple terms - flamethrower, fire, pollution - and didn't find anything.
- Tue May 16, 2017 1:39 am
- Forum: Duplicates
- Topic: [0.15.10] Flamethrower + forest fires don't create pollution
- Replies: 2
- Views: 810
[0.15.10] Flamethrower + forest fires don't create pollution
The flamethrower, and any forest fires created, don't produce pollution like they did in 0.14. Pollution from the factory itself is working as expected - it's only fire/flamethtower that has issues. I haven't checked flamethrower turrets, but suspect it's the same. I noticed this several builds ago,...
- Tue May 16, 2017 1:12 am
- Forum: Implemented Suggestions
- Topic: [0.15.x] Personal Laser Defense - minor improvements
- Replies: 1
- Views: 1196
[0.15.x] Personal Laser Defense - minor improvements
The upgrades to personal laser defense in 0.15 were desperately needed, and it's now pretty good. However, I find that when it's first available to the player, while big biters are rare, it seems a bit overpowered - and later, once behemoths are common, it's no longer that useful. Why not change it ...
- Mon May 15, 2017 3:32 am
- Forum: Ideas and Suggestions
- Topic: [0.15.x] Stack sizes for new items not consistant
- Replies: 9
- Views: 3983
[0.15.x] Stack sizes for new items not consistant
(EDIT: 0.16 experimental builds have reduced nuclear reactor stack size to 10, but not seen any other changes) Maybe not a bug as such, but important to consider I think. The stack sizes for many buildings added in 0.15 - particular those needed for nuclear power - are set to 50 This isn't consistan...
- Sun May 14, 2017 12:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Train signals not reconnecting to replaced rails
- Replies: 3
- Views: 1340
Re: [0.15.10] Train signals not reconnecting to replaced rails
Oh, and to add, you don't even need to remove a rail that would put the signal in an invalid (flashing red/yellow/green) state - just removing the highlighted rail in this example will change the signal next to the player to red, and it will stay that way until removed + replaced. factorio=stuck-sig...
- Sat May 13, 2017 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Train signals not reconnecting to replaced rails
- Replies: 3
- Views: 1340
Re: [0.15.10] Train signals not reconnecting to replaced rails
I've seen the same issue. Happens with both regular signals and chain signals. Only seems to happen when you remove+replace a pirce of rail that the signal is actually on - replacing bits further ahead seems fine.
- Sat May 13, 2017 8:11 pm
- Forum: Modding interface requests
- Topic: Additional properties for custom alert/nodification icons
- Replies: 3
- Views: 1473
Re: Additional properties for custom alert/nodification icons
Fair enough.
I don't suppose the existing LuaGui interface could be used to do something similar myself? I've not explored it's capabilities yet, but I've not seen any other mods create anything in that area.
I don't suppose the existing LuaGui interface could be used to do something similar myself? I've not explored it's capabilities yet, but I've not seen any other mods create anything in that area.
- Sat May 13, 2017 5:52 am
- Forum: Modding interface requests
- Topic: Additional properties for custom alert/nodification icons
- Replies: 3
- Views: 1473
Re: Additional properties for custom alert/nodification icons
Also, I now see that these alerts added from a mod are merged with any messages created from in-game "programmable speakers" - hence the "alert" title. I'd rather have control over a dedicated icon from the mod for this.
- Fri May 12, 2017 9:31 am
- Forum: Balancing
- Topic: Robot speed upgrades and recharge distance
- Replies: 13
- Views: 8638
Re: Robot speed upgrades and recharge distance
A MK2 roboport should be more expensive than MK1s covering the same area - that's common for many items already (e.g. power armor, battery equipment, assembly machines, etc) I'd suggest 4 MK1 roboports and, say, some processing units and speed modules. (45 of each perhaps, as MK1 needs that many adv...
- Fri May 12, 2017 4:38 am
- Forum: Modding interface requests
- Topic: Additional properties for custom alert/nodification icons
- Replies: 3
- Views: 1473
Additional properties for custom alert/nodification icons
I've been playing with the add_custom_alert method to show information right of the quickbar. While I have no troluble showing an icon with a custom message, I'd like to have the behaviour of the "Combat robotics" status icon. factorio-notification-icon.jpg Specifically: Choose if the icon...
- Fri May 12, 2017 4:16 am
- Forum: Balancing
- Topic: Robot speed upgrades and recharge distance
- Replies: 13
- Views: 8638
Re: Robot speed upgrades and recharge distance
And maybe a roboport upgrade tech that lets it charge more than 4 bots + charge faster. The bot charging points are part of the graphic, so it would not look nice just upgrading the number of charging points. As we've now had a MK2 version of the personal roboport, perhaps a MK2 of the standard rob...
- Wed May 10, 2017 7:47 am
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25753
Re: Logistics net: Less research needed
It's a tough nut to crack for sure, figuring out all this balance. As I said before I wouldn't mind it being only purple science. My attitude is that I will use this feature whenever I get access to it and I can manage my designs just fine prior to getting access to full logistic bot capabilities. ...
- Tue May 09, 2017 6:56 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25753
Re: Logistics net: Less research needed
Most of us here on the forum are biased because we have played in previous versions. But if you try to imagine it from the point of view of a first time player, would you still have a problem with unlocking requester chests at high tech science or would you just get to that point and think "he...
- Tue May 09, 2017 8:02 am
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25753
Re: Logistics net: Less research needed
There's a few key points I was thinking of making, and some of your comment gives the perfect place for them. If you are desperate for that requester chest you could craft or move some science packs by hand or you could automate it using belts like everything else in the early game. For me, at least...
- Sun May 07, 2017 5:47 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25753
Re: Logistics net: Less research needed
Agreed - I don't see why there needs to be such a large jump between logistics needed just for construction, and the full logistics system. I've played two new games now on 0.15 and in both I ended up creating a single assembler for purple/gold science, and manually ferrying ingredients around betwe...
- Sun May 07, 2017 5:22 pm
- Forum: Balancing
- Topic: Robot speed upgrades and recharge distance
- Replies: 13
- Views: 8638
Re: Robot speed upgrades and recharge distance
I agree that there needs to be some upgrades of either flight time and/or recharge speed. I see different issues though - with large construction projects (the worst is deciding to concrete tehe entire base) you end up with most of the bots hanging around roboports waiting to recharge rather than do...