Search found 58 matches
- Tue Sep 20, 2016 12:42 pm
- Forum: Ideas and Suggestions
- Topic: container
- Replies: 12
- Views: 4509
Re: container
That is a change to the OP. Yes, but it' doesn't necessarily need to be a container, it could be something else like for example an europalette. I don't really like the idea to produce something big in one piece which is larger than the assembler itself, so it would be more logic to produce for exa...
- Tue Sep 20, 2016 8:51 am
- Forum: Ideas and Suggestions
- Topic: container
- Replies: 12
- Views: 4509
Re: container
There are many quite large objects like refinereries, cars, trains, turrets and so on in the game, which could be produced in parts (like modern 3D-printers would do) instead of being assembled in one piece in an assembler, then transported to a train or car in this containerchest and in the end par...
- Mon Sep 05, 2016 7:19 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 120083
Re: Railroad
Maybe there could be a simple switching automation in Factorio. I like this kind of stuff, and the equal length of locomotives and waggons could make this possible, but there may be a minor problem with the new station placement. You can see it if you have only one loading station with inserters an...
- Fri Sep 02, 2016 11:25 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 120083
Re: Railroad
As far as I know electric Diesellocomotives run in both directions without problems in real life. It's also about aesthetics, because trains are usually quite short in factorio. Inserters are already able to (un-)load at diagonals tracks, but you can use diagonal stations for other purposes, for exa...
- Fri Sep 02, 2016 9:35 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 120083
Re: Railroad
Not sure if this has been mentioned before: Automated trains which need only one locomotive to run forward or backwards. Diagonal stations or a special station to (dis-)connect a locomotive automatically to some wagons. In sandbox mode, it would be interesting to spawn a driver avatar temporarily to...
- Sun Aug 28, 2016 8:23 am
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 44775
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
I can still live with an avatar carrying around a lot of stuff in his inventar, but I think for example heavy amor, roboport and a limited amount of active solarcells make much more sense in vehicles.
- Thu Jun 02, 2016 7:32 am
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 98892
Re: Fight
I'm a gamepad player and I don't like to use 3 different buttons for attack (C, Space, right mouse click). There could be an attack mode to switch to combat which simply changes the right/left mouse buttons to attack with autoaim or manual aim. There are not many good dualstick action games that I k...
- Wed May 25, 2016 10:36 am
- Forum: Maps and Scenarios
- Topic: A cakewalk in the desert
- Replies: 0
- Views: 1731
A cakewalk in the desert
This job will seem like a cake walk to you. You start with a car full of alien artifacts and the small desert region in the west is free of aliens. Your starting point at the coast could be perfect for the construction of a rocket silo. The map is quite small and requires at least version 12.21. Ali...
- Sat May 14, 2016 10:51 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 126665
Re: Yuoki Industries - Railways Core 0.0.7 (f0.12.22+)
I usually like to build a railway as early as possible and low frequency for ressources on maps, but I don't really like to use very long transportbelts or my inventory for transport and I believe it's easier to plan a small base with integrated railway from the start than to add a railway later to ...
- Wed May 11, 2016 9:14 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 126665
Re: Yuoki Industries - Railways Core 0.0.7 (f0.12.22+)
is that the truth and 0.13 don't break this train-mod - then i continue adding new models :) I somehow like the sweet diesel-locomotives and smaller waggons. The smaller waggons capacities are good in my opinion for example because it's easier to set a filter and they need less inserters too unload...
- Wed Dec 02, 2015 11:14 am
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67175
Re: Terrain elevation, hills and mountains with fake cliffs
I'm a bit sceptical for landscape. If you try to build something like a modelrailroad with terrain elevation, this requires a lot of planning. If you look at some layout plans on the web you realize that the possibilities to build interesting layouts on a smaller scale with landscape which are more ...
- Mon Nov 30, 2015 12:10 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 217252
Re: Peace with Aliens
A few ideas which come to my mind for alternativ peaceful gaming is something like a global village construction set (http://opensourceecology.org/gvcs/ which means small decentralized production). Instead of only one character there could be a handful of specialists that you could give a task, this...
- Sun Nov 29, 2015 11:59 am
- Forum: Frequently Suggested / Link Collections
- Topic: Gamepad/controller support (also keybinding)
- Replies: 20
- Views: 62086
Re: Gamepad/controller support βΈ
I made a configuration with the free old Xpadder 5.3 version for an xbox360-gamepad, which is quite comfortable in some aspects in my opinion, but may be difficult to understand at first or slightly confusing because it has 8 sets. You can open a profile of Xpadder with an editor like notepad and si...
- Sat Nov 07, 2015 10:39 am
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 64252
Re: Friday Facts #111 - Long term plans
I don't like the idea of a space platform and the usual heavy science fiction stuff, but there was a funny game called "space colony" from firefly, which was pretty good. The building part wasn't as deep as factorio, but the game had some nice ideas (for inspiration).
- Wed Nov 04, 2015 12:48 pm
- Forum: Balancing
- Topic: Spitters Damage Balancing.
- Replies: 8
- Views: 21762
Re: Spitters Damage Balancing.
My first impression is that there are always more aliens at the same time than you usually can deal with in the late game, so you always need a place to retreat with laser turrets. This could be different. The animals which are swarming in large numbers could be smaller (like earth termites), they c...
- Wed Nov 04, 2015 11:05 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245556
Re: Performance optimization - post your saves
Concerning trees - it's mainly a problem of map generation. My first big game was mainly a desert map, which was absolutely fine, but now I often get maps with an insane amount of trees, but it already helps if I set the terrain variation to rich to get less trees. Perhaps an option to choose a dese...
- Tue Nov 03, 2015 9:59 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245556
Re: Performance optimization - post your saves
Something should be done with the trees. Usually there are many of them and if I zoom out, the framerate goes down to 10 Fps. I don't know if this is only related to hardware, because my graphics card is quite poor (radeon Hd 5400 series).
- Wed Oct 28, 2015 11:47 am
- Forum: Frequently Suggested / Link Collections
- Topic: Gamepad/controller support (also keybinding)
- Replies: 20
- Views: 62086
Re: Gamepad/controller support
Driving a car with the left analog stick is also pretty hard, because you expect the car to follow the direction of the stick, but it accelerates on UP and steers using LEFT and RIGHT, which makes driving straight and small corrections quite hard You know that you can have up to 8 different sets in...