Search found 942 matches

by vanatteveldt
Tue Dec 15, 2015 4:30 pm
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 16038

Re: Clearer visual indicators of activity

+1, I think this belongs in the vanilla game. You can see whether assemblers and especially chemical plants are working, but it is really hard to tell without zooming in. If a specific indicator light is added, maybe it should be added to the info layer that shows the recipe? You can either add a ga...
by vanatteveldt
Tue Dec 15, 2015 3:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 139807

Re: Modular Extensible PnP Factory

Let me share some of my screenshots. I'm still quite early game (only just got roboports), but it might be nice for discussion. I like the 13 width rule, as it is very compact and gives nice design challenges while allowing for simply modules to not take too much room. I allow mixing production modu...
by vanatteveldt
Mon Dec 14, 2015 12:15 pm
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 54254

Re: Can the player be killed by train? (Train kills?!) ☸

I read through the pages of this discussion, but I might well have missed something so sorry if I'm repeating things. I think that: 1) Trains should kill 2) Players should be able to mitigate the risk of getting killed 3) These options should tie into existing structures where possible. My suggestio...
by vanatteveldt
Sun Dec 13, 2015 5:18 pm
Forum: Ideas and Suggestions
Topic: Train derailment
Replies: 18
Views: 20706

Re: Train derailment

For inspiration, here is a picture of a derailed train hitting a store that was located just at the end of the line: http://www.mp-produktie.nl/Images%20Ongevallen/2010-07-25%20Ongeval%20SLijptrein%20Stavoren%20(1).jpg (The train came from the left, failed to stop at the end of the track, and crashe...
by vanatteveldt
Sat Dec 12, 2015 11:06 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Modular Extensible PnP Factory
Replies: 76
Views: 139807

Re: Modular Extensible PnP Factory

Nice idea, very cool to really modularize the design like this. I understand the thinking on the steel, it is a pain that each furnace stocks 100 plates, and you often need like 9 furnaces (1 steel / sec) to run something on full production, so that would be an enormous amount of steel furnaces taki...
by vanatteveldt
Thu Dec 10, 2015 10:36 pm
Forum: Gameplay Help
Topic: best difficulty settings
Replies: 3
Views: 11348

Re: best difficulty settings

I also found the default game to be too easy, not giving real reason to use outposts and not having any combat challenge. My previous game used the RSO (and FARL), which I think really adds something to the game. I'm currently playing with natural evolution (and supreme warfare), and I got creamed t...
by vanatteveldt
Thu Dec 10, 2015 9:00 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 472029

Re: Let's see your clever builds

Inspired by some of the other threads, I wanted to venture into self-contained production units. An ideal production unit, in my eyes: - Uses only raw materials (iron/copper/coal and fluids/gas) - Uses belts only for the input and output, ie where feasible intermediate products are directly fed into...
by vanatteveldt
Tue Dec 08, 2015 10:58 pm
Forum: Ideas and Suggestions
Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
Replies: 15
Views: 13812

Re: Vehicle Assembly Plant / no hand crafting of tanks / trains

I think cargo wagons should be kept as is, it would be a lot of hassle to send trains back to the plant for rearranging them.

Disassembling locomotives on picking them up would be strange as nothing behaves that way, but I agree that otherwise it could be quite tedious...
by vanatteveldt
Tue Dec 08, 2015 10:30 pm
Forum: Balancing
Topic: Make Spawners scale with Evolution Factor
Replies: 15
Views: 19064

Re: Make Spawners scale with Evolution Factor

What about making spawners upgrade, e.g. a tier one spawner turns into a tier 2 spawner and so on. You could even make it that they only ever upgrade, so new spawners are tier 1 and existing spawners upgrade to tier 2-3-4. The core of a base (nest?) would then be tier 4 spawners, radiating outward t...
by vanatteveldt
Tue Dec 08, 2015 9:21 pm
Forum: Ideas and Suggestions
Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
Replies: 15
Views: 13812

Vehicle Assembly Plant / no hand crafting of tanks / trains

It bothers me that you can carry a complete train or tank in your pocket and just pop it out when you need it. Also, the little train icon when dropping a locomotive on the ground is strange compared to the size of the actual thing. (and the idea of a train wagon full of locomotives or a car trunk f...
by vanatteveldt
Mon Dec 07, 2015 8:00 pm
Forum: Ideas and Suggestions
Topic: Trash and (chemical) waste
Replies: 5
Views: 12265

Re: Trash and (chemical) waste

Sorry for posting a dupe. I checked the "frequent suggestions" post and did a forum search for trash, and neither gave a (quick) result...

I guess it was too obvious :)
by vanatteveldt
Mon Dec 07, 2015 6:46 pm
Forum: Ideas and Suggestions
Topic: Trash and (chemical) waste
Replies: 5
Views: 12265

Trash and (chemical) waste

I thought it would be interesting (and logistically challenging) to add a "trash" category of items, i.e. items that are produced by workshops that you don't want but need to get rid of to allow the work to continue. For example: - smelting could produce "tailings". waste rock, t...
by vanatteveldt
Sun Dec 06, 2015 8:35 pm
Forum: Show your Creations
Topic: Victory (and design screenshots)
Replies: 0
Views: 5129

Victory (and design screenshots)

First time I finished the game, second serious factory. Gallery: http://imgur.com/a/msejo (main base), http://imgur.com/a/Le0kX (outpost and blueprints), http://imgur.com/JnZLfkz (oil outpost) [(how) can you add images to an existing album in imgur?] Main mods: RSO, ScienceCostTweaker, FARL, Foreman...
by vanatteveldt
Fri Dec 04, 2015 3:39 pm
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 19988

Re: Pave around water / is there a mod?

The tile is called stone-path, not -brick. Though the game really shouldn't crash like that, you should report a bug about that. Cool, thanks. I figured it was my own fault by meddling with the internals, but I'll submit a report. Thanks again! @Smarty Thanks :). I'll post some screenies when I fin...
by vanatteveldt
Fri Dec 04, 2015 2:47 pm
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 19988

Re: Pave around water / is there a mod?

Thanks again for helping. Placing the concrete worked perfectly. Interestingly, after removing some concrete that I didn't want, it removed the nearby water as well. I also wanted to place some stone bricks, but I get segfaults when I try either script.on_event(0, function(event) if event.tick % 10 ...
by vanatteveldt
Fri Dec 04, 2015 12:35 pm
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 19988

Re: Pave around water / is there a mod?

Cool! I haven't played with lua yet, so this is a nice starter.

I'll sacrifice a chest of prime solar panels to placate Ford (or Armok :) )

Thanks!
by vanatteveldt
Fri Dec 04, 2015 10:41 am
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 19988

Pave around water / is there a mod?

I've been going OCD on paving my base, paving everything with concrete and using brick paving to mark roads. I think the result is quite pretty: http://i.imgur.com/jpDjLyR.png However, it really bothers me that I can't do anything with the waterfronts, as there are quite a couple of lakes in my base...
by vanatteveldt
Thu Dec 03, 2015 3:06 am
Forum: Gameplay Help
Topic: [Random thoughts] make water tanks any sense ?
Replies: 6
Views: 12643

Re: [Random thoughts] make water tanks any sense ?

I actually do it the other way around: I connect my refineries to a storage system, and have a pump that pumps into the cracking plants if the pressure in the tank > 250 (depending on how many tanks are connected). It is a simple red wire from the tank to the pump, with a condition "light/heavy...
by vanatteveldt
Tue Dec 01, 2015 11:21 pm
Forum: Gameplay Help
Topic: beacon and module use advice
Replies: 1
Views: 4835

beacon and module use advice

I haven't used beacons and modules at all yet, so I was wondering what the consensus on using them is. This is what makes sense to me (more or less in order of priority): * High-end recipes such as science pack 3/4, advanced circuits should get productivity modules, since there they give most bang f...
by vanatteveldt
Wed Nov 25, 2015 12:33 pm
Forum: Gameplay Help
Topic: Rail junctions
Replies: 8
Views: 22563

Re: Rail junctions

Factorio 0.12.17 (Build 17307, linux64)

mods:

Code: Select all

FARL_0.4.41.zip
rso-mod_1.4.6.zip
ScienceCostTweaker_0.12.10.zip
SmartTrains_0.3.7.zip
STRS_0.0.5.zip

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