Those train tracks give me shivers. Probably the only thing that I don't like more than diagonal belts
Nice one
Search found 55 matches
- Tue Jan 18, 2022 1:25 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Pasta con Amarula
- Replies: 4
- Views: 2488
- Tue Jan 18, 2022 1:21 pm
- Forum: Releases
- Topic: Version 1.1.51
- Replies: 5
- Views: 12308
Re: Version 1.1.51
Oh my, now I can finally go and play the game once again! Thanks!FactorioBot wrote: βTue Jan 18, 2022 11:52 am[*]Fixed that trying to manually mine a resource that needs a mining fluid would sometimes produce sound of mining.
I Just love you, guys.
- Tue Jan 18, 2022 1:09 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37557
Re: Defence economy balance
[...] Also, a range boost would be nice, since it's not really logical for something that is spitted to fly more distance than a bullet. [...] Nauvis' "aliens" are not logical anyway. Gameplay >>> Realism. I meant flamer "Spit" β poor choice of words. Another idea is to decrease...
- Sat Jan 08, 2022 10:29 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 69594
Re: Train station skipping conditions
You can disable or limit stations using a logic system. But no, no "visit station IF..." condition in train UI
- Sat Jan 08, 2022 10:27 am
- Forum: Ideas and Suggestions
- Topic: Connecting radars to circuit and logistic networks
- Replies: 43
- Views: 21461
Re: Connecting radars to circuit and logistic networks
Looks useful. might be a bit OP, tho. As It might change the balance with laser passive power drain.Not like there aren't other ways of doing it, but still.
- Sat Jan 08, 2022 10:21 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10127
Re: Temporary Stations = Manual train mode
It's also annoying that there's no "wait forever" option. Put it in Fluid condition or wait for circuit signal. Done. I think it's good as it is. I drive somewhere, drop off, and the train goes where it was heading before. If I need it to stay, I'll set some condition to wait. If it's a b...
- Sat Jan 08, 2022 10:14 am
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 10
- Views: 4514
- Sat Jan 01, 2022 11:30 pm
- Forum: Outdated/Not implemented
- Topic: Filter box select
- Replies: 4
- Views: 1713
Re: Filter box select
Copying it with ctrl+RMB and pasting with ctrl+LMB makes it a much easier task. Also, you can copy/paste whole boxes or wagon filters just like any other assembly recipe.
- Fri Dec 31, 2021 11:04 pm
- Forum: General discussion
- Topic: Deathworld Rampant, launch a rocket yet?
- Replies: 12
- Views: 4675
Re: Deathworld Rampant, launch a rocket yet?
As for Evolution, I remember trying it and it was super hard to balance. Basically, it's pretty easy, once you get a decent tech for killing nest. Especially in forests. But it's getting harder exponentially. The moment you can't deal with nests - you are doomed, coz they will evolve even faster li...
- Fri Dec 31, 2021 10:53 pm
- Forum: Outdated/Not implemented
- Topic: Mod Categories
- Replies: 4
- Views: 1558
Re: Mod Categories
What's wrong with current categories? They live under "Install" tab in the top left corner of the window.
- Fri Dec 31, 2021 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Independent Minimap UI size
- Replies: 6
- Views: 2216
Re: Independent Minimap UI size
im currently too close. 60-70cm only, new custom build desktop is on the way... then i will be around 80 or 90cm im seeing the minimap as what it is.. a minimap (only gives you rough overview where you are) Oh, now I understand. You are on ~92PPI with a 150% UI scale, and I'm on ~138PPI with a 100%...
- Fri Dec 31, 2021 10:10 am
- Forum: General discussion
- Topic: Deathworld Rampant, launch a rocket yet?
- Replies: 12
- Views: 4675
Re: Deathworld Rampant, launch a rocket yet?
I tried several Ultra DW railworld with Rampant. But I find the Rampant broken in terms of waves generation. I'm not talking about "super wave" which is a nice change of pace, I'm talking about usual ones. I remember having an unmodded iron mine that almost did not get any attacks from nes...
- Fri Dec 31, 2021 9:57 am
- Forum: Ideas and Suggestions
- Topic: Independent Minimap UI size
- Replies: 6
- Views: 2216
Re: Independent Minimap UI size
i have 48" 4k 150% and it feels normal What distance to the monitor do you sit at? I'm at ~70cm. 48" would be an excellent neck exercise with this distance :), so I guess you don't see the problem because you sit further and don't feel DPI that much. Stupid question: What do you mean with...
- Wed Dec 29, 2021 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Independent Minimap UI size
- Replies: 6
- Views: 2216
Independent Minimap UI size
What ? Adding UI controls for minimap size independent from general UI scale. Why ? At high-res monitors, we have more available space for info to be shown, but at the same time, inventory/toolbelt doesn't need to be that big since making them bigger gives no additional value. Having a bigger minim...
- Wed Dec 29, 2021 12:23 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37557
Re: Defence economy balance
Background I want to bump this thread and bring it back to the starting point. A lot of people here share their own playstyle. I would instead share my ~1-year public DW-ish multiplayer experience to back up the point, as there is not much "I want it that way" in public if there is a way ...