Search found 458 matches
- Sun Mar 20, 2016 5:51 pm
- Forum: Not a bug
- Topic: [0.12.27] Inserter without energy despite power pole
- Replies: 5
- Views: 1739
Re: [0.12.27] Inserter without energy despite power pole
If you cntrl click a power pole it'll switch it off (as such) I feel you've likely done that without realising, replace the pole to force it to reconnect to the power supply.
- Sun Mar 20, 2016 9:33 am
- Forum: General discussion
- Topic: Need help trying to get mods to work together
- Replies: 3
- Views: 1272
Re: Need help trying to get mods to work together
What version of factorio are you running? This was a common problem a few releases back when they changed game-on to script-on or something.
viewforum.php?f=43 Check the sub forum for dytech
viewforum.php?f=43 Check the sub forum for dytech
- Thu Mar 17, 2016 9:15 pm
- Forum: General discussion
- Topic: Challenging enemies
- Replies: 18
- Views: 6342
Re: Challenging enemies
Set the biter bases on very large, and starting area very small (map generator screen). You'll get more action sooner.
- Tue Mar 15, 2016 4:51 pm
- Forum: Ideas and Suggestions
- Topic: High colour contrast mode
- Replies: 11
- Views: 5255
Re: High colour contrast mode
TimMJN, I fogot to ask what colours would be more suitable for you as a colour blind person, for the parts of the game you are having issue with? I'm genuinely curious, I do know that in the war being colour blind was considered an asset for red / green blindness as seeing through camouflage was eas...
- Tue Mar 15, 2016 4:15 pm
- Forum: Ideas and Suggestions
- Topic: High colour contrast mode
- Replies: 11
- Views: 5255
Re: High colour contrast mode
A colour blind mode should be added to graphic options though. Blizzard for example uses one in their interface, so instead of red / blue, you get (I believe) Orange and blue for friend / foe. Someone having colour blindness shouldn't be an issue for the interface, when really all that's needed is a...
- Tue Mar 15, 2016 3:49 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
Just stamping down a blueprint of Solar Panels/Accumulators down all over the landscape is a boring task, which can be scaled endlessly. Expanding the size of a Steam Power plant requires more thought and it can't be scaled endlessly without running into more trouble that need solving = extending t...
- Tue Mar 15, 2016 3:25 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
So you've basically got another free energy production system then, once setup needing little maintenance. Like solar then? Yes, and this is the way everything in Factorio is actually. maybe you have to move your mining drills around every once in a while but so what? I've never really put much tho...
- Tue Mar 15, 2016 2:51 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
So you've basically got another free energy production system then, once setup needing little maintenance. Like solar then?
- Tue Mar 15, 2016 2:41 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
Is that such a problem though? [...] If people find that to be boring gameplay then... they can just choose not to do it! For Steam Power to be viable you have to do both: One-Time Investment + Continuous Investment. For Solar Power you have to only the first: One-Time Investment And that is exactl...
- Tue Mar 15, 2016 1:58 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
MalcolmCooks, changing the efficiency of solar panels is a setting too far for vanilla. As you say even if it were there most people wouldn't change it anyway.. However if the devs were to put settings for solar panel efficiency, day / night length, or how fast pollution spreads in to one configurat...
- Tue Mar 15, 2016 1:25 pm
- Forum: Gameplay Help
- Topic: Biters to hard regular difficulty
- Replies: 9
- Views: 6806
Re: Biters to hard regular difficulty
Early on the turret creep is your friend as mentioned :) Get a turret in your hand, and move your cursor about until you find the spot furthest from your player that you can place it (the turret is transparent when unplaceable, and turns green when in a suitable spot). Then you can walk forward drop...
- Tue Mar 15, 2016 12:58 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
So here's my idea: Add a solar efficiency option to the map gen settings That way people can choose to have solar panels just as efficient as they'd like them to be. It seems like the best solution to please everyone and is another way of changing the game difficulty. This would just lead to confus...
- Mon Mar 14, 2016 1:30 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195274
Re: Solar panels less of a no-brainer
I don't feel solar panel needs to be balanced. The raw cost of solar panels and accumulators is high, and the time needed to clear a large enough area shouldn't be forgotten either. A typical steam setup (1 pump, 14 boilers, 10 engine, 14 inserters, 50 belts and 2 drill) cost: 70 stones 396 Iron Pla...
- Tue Mar 08, 2016 8:39 am
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 98227
Re: Fight
The problem as such with biters and fighting in its current state is that biters are just too weak. When you have 134 destroyer robots following you even 100% evolved green biters die faster than you can sneeze. The players arsenal of weapons far out matches that of biters.(edit: balance issue here ...
- Sat Mar 05, 2016 1:19 am
- Forum: Mods
- Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
- Replies: 25
- Views: 31548
Re: [MOD 0.12.x] Extra Tool Belts 0.1.0
Is it possible to run a command to remove a bar, or even reset all the tool belt research? If possible I'd like to remove a bar, perhaps 2.
- Fri Mar 04, 2016 12:01 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310297
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
I did know this, a great tip for those that didn;t Though it's annoying there is no beep, doink / flash or something to say the logistic state copied from one to another.Yinan wrote:Arch666Angel wrote:@Yinan
But my comment was more directed towards Ghoulish anyway ^^
- Fri Mar 04, 2016 11:35 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 148935
Re: RTS direction
Been pondering the OP for a while now, as I'm an avid RTS (read starcraft 2) Fan, so I am most open to the idea of RTS elements in Factorio. However, I do not feel it is the direction Factorio should be taking. You'd be adding in quite alien elements that have nothing to do with what has gotten you ...
- Fri Mar 04, 2016 10:45 am
- Forum: Implemented Suggestions
- Topic: Toolbelt tooltip update
- Replies: 10
- Views: 4645
Re: Toolbelt tooltip update
I would also be really nice if the toolbelt would auto-refill from the back pack, for incomplete stacks and/or reserved slots That is already the case... What do you mean exactly? I setup my toolbelt to contain the stuff I need with reserved* slots (e.g. 1=belts, 2=splitters, 3=underground belts, e...
- Thu Feb 25, 2016 11:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 227608
Re: [0.12.18] Warehousing v0.0.6
I figured there was likely a performance reason behind it, hence the on demand idea, assuming such a feature did not have massive game impact, it would be a tool I would use from time to time (even if the game momentarily lagged).
- Thu Feb 25, 2016 11:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 227608
Re: [0.12.18] Warehousing v0.0.6
Would it be possible to have an auto sort feature (like player inventory) Or perhaps a button to auto sort on demand? Great mod by the way, a keeper in my Factory for sure