Better idea:
Cliff explosives should replace land with water, making it the first and only way of placing water.
I don't need to go into detail as to why or how this is useful.
We all know this would be useful.
Search found 356 matches
- Sat May 12, 2018 2:12 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives create craters
- Replies: 10
- Views: 3393
- Mon May 07, 2018 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Limit offshore pump output depending on lake size
- Replies: 29
- Views: 6980
Re: Limit offshore pump output depending on lake size
What of wells?
Y'know.
The thing that pumps turn into when you pave over them with landfill.
I like this idea, but it is just not practical nor realistic.
Would it increase the enjoyment had in playing factorio?
I believe no. No it would not.
Y'know.
The thing that pumps turn into when you pave over them with landfill.
I like this idea, but it is just not practical nor realistic.
Would it increase the enjoyment had in playing factorio?
I believe no. No it would not.
- Mon May 07, 2018 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Give users/modders the ability to make their own campaign
- Replies: 6
- Views: 1834
Re: Give users/modders the ability to make their own campaign
Isn't this already possible?
- Thu May 03, 2018 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Ultra Mega Super Speed / Movespeed Boost
- Replies: 15
- Views: 3918
Re: Ultra Mega Super Speed / Movespeed Boost
Alternatively - and I hesitate to repeat myself - you could just not play the way you play but try playing a good way instead. A "Good Way"? What? It's my experience, and i am playing in my own good way. Who are you to judge me on how i choose to play? When you make a suggestion to change...
- Thu May 03, 2018 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Ultra Mega Super Speed / Movespeed Boost
- Replies: 15
- Views: 3918
Re: Ultra Mega Super Speed / Movespeed Boost
I don't spend 80% of my time running pointlessly around. That's literally your problem. No need to take it personally, "mate". I am answering to all who would approach this suggestion with your point of view. So, no. It's literally a problem for everyone who plays like i do. Not just me. ...
- Thu May 03, 2018 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Ultra Mega Super Speed / Movespeed Boost
- Replies: 15
- Views: 3918
Re: Ultra Mega Super Speed / Movespeed Boost
Ah, tanks. Famous for being really really nippy, like Formula 1. There are like a million mods out there for bigger power armour inventories, and a few for faster vehicles, and even some that let you put "legs" in vehicles. Absolutely unnecessary for the vanilla game. This is a suggestion...
- Thu May 03, 2018 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life Blueprint Building
- Replies: 18
- Views: 5584
Re: Quality of Life Blueprint Building
+Support. Removing entity ghosts when you build over them always felt like a bug. When i first played with blueprints, i was expecting the ghosts to behave in the suggested manner. What i am saying is, this suggestion would make blueprints in the early game feel more natural & function as expect...
- Thu May 03, 2018 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Ultra Mega Super Speed / Movespeed Boost
- Replies: 15
- Views: 3918
Ultra Mega Super Speed / Movespeed Boost
TL;DR The maximum player movement speed is too slow. In the end-game, you will spend 80% of your time running between biter bases for expansion, and 20% actually factorio'ing. What ? The current maximum for move speed is Power Armor with 10 Legs in it (powered by pre-charged Batteries), while placi...
- Thu May 03, 2018 10:25 am
- Forum: Ideas and Suggestions
- Topic: Make bullets slower the enemies
- Replies: 13
- Views: 3887
Re: Make handgun slower the enemies
The game is easy enough without this. Just rush the Military 1 research, and you won't need the handgun. If the SMG isn't enough, then try the flamethrower or grenades. Basically, upgrade your gear as the biters get stronger. This is a rather natural progression. Also mind you, the Heavy Armor reduc...
- Fri Sep 16, 2016 7:50 pm
- Forum: Balancing
- Topic: Why do lvl 1 armor batteries take 2 slots?
- Replies: 5
- Views: 1783
Re: Why do lvl 1 armor batteries take 2 slots?
It's supposed to be a direct upgrade, and nothing in the equipment grid uses an odd number of slots so if you use one 1x1 battery you're forced to use another to fill the other hole you no doubt have. I never use batteries anyway, 3x fusion reactors all the way. Skip straight to MK2 armour too so n...
- Fri Sep 16, 2016 3:01 pm
- Forum: Balancing
- Topic: Why do lvl 1 armor batteries take 2 slots?
- Replies: 5
- Views: 1783
Why do lvl 1 armor batteries take 2 slots?
Title. https://i.gyazo.com/65227506b4a75351a1551a8a8f55ddbd.png Why? Makes sense for it to be 1 slot. And basically everything takes up a 2x2 sections of the grid (or variants thereof), it feels like i'm working with a 5x5. It also adds some nice variation, and another "something you can get to...
- Fri Sep 16, 2016 11:34 am
- Forum: General discussion
- Topic: Motion of the Chest Wave
- Replies: 10
- Views: 4198
Re: Motion of the Chest Wave
If you're testing throughput the ONLY test that had relevance was a compressed blue belt vs the stack inserters, and the belt easily came out on top. Additionally the inserters need to be powered so you also need additional power production which uses more space (it can just be elsewhere) not to me...
- Fri Sep 16, 2016 10:50 am
- Forum: General discussion
- Topic: Motion of the Chest Wave
- Replies: 10
- Views: 4198
Re: Motion of the Chest Wave
Has anyone done throughput comparisons? https://i.gyazo.com/d9abe0bf474c1a99b689fd329f5bdc97.gif This is set up to stop all the final inserters when a total of 500 items have reached the end. In this first experiment, the chest lane ended with 360 items, and the belt lane ended with 144 items. This ...
- Wed Sep 14, 2016 9:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simple 3 to 2 belt merge
- Replies: 13
- Views: 94488
- Sun Sep 11, 2016 3:05 pm
- Forum: General discussion
- Topic: Motion of the Chest Wave
- Replies: 10
- Views: 4198
Motion of the Chest Wave
When i speak of the "Chest Wave", i am of course talking about how this thing works: https://i.gyazo.com/ca5d4762128b7fdd45b9c99deaaa1b4c.gif How does it work? It seems to pick a lane and stick to it until the lane is blocked or full. I'm trying to consider ways to create an "overflow...
- Sat Sep 10, 2016 11:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Optimal Layouts
- Replies: 7
- Views: 35620
Re: Optimal Layouts v0.13
I find it odd that you haven't taken to just shoving the biter's back to your north. You've got nice natural choke points with the large bodies of water there that make your northern side very defensible. It's cheaper and simpler to build one defensive line out a ways than to turret-wall in everyth...
- Sat Sep 10, 2016 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.1] Replay Desync Bug
- Replies: 1
- Views: 725
[0.14.1] Replay Desync Bug
Hi, i just found out that somehow i managed to make an action that corrupted the replay i'm currently working on.
Happens consistently on the same action each time i check.
And i found out about this nearly 4 hours later
T_T
Rip week of work.
Happens at the very end of the attached replay.
Happens consistently on the same action each time i check.
And i found out about this nearly 4 hours later
T_T
Rip week of work.
Happens at the very end of the attached replay.
- Fri Sep 09, 2016 9:17 pm
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 23913
Re: 90 degree 4-belt merge
I attempted a perfect balanced X intersection. Ended up rather large. Would love to see this done better https://i.gyazo.com/3114f541f8d2b3bf35c47b16657387ba.png And the inverted T-Junction. Got it to 7x6 so far. https://i.gyazo.com/b67af31c347fa06cca7d846dffd5733e.png 6x9 4-lane individual belt bal...
- Thu Aug 25, 2016 8:05 pm
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 23913
Re: 90 degree 4-belt merge
@PyroFire: For the 6x6, do you have an explanation for your assertion? I can state that the minimum practical width is 5 because a splitter on the edge of the bus would either need to go inwards (requiring extra tunneling stuff for the blocked belt), or outwards (creating the 5 width). Screenshot o...
- Thu Aug 25, 2016 7:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Optimal Layouts
- Replies: 7
- Views: 35620
Re: Optimal Layouts v0.13
I find it odd that you haven't taken to just shoving the biter's back to your north. You've got nice natural choke points with the large bodies of water there that make your northern side very defensible. It's cheaper and simpler to build one defensive line out a ways than to turret-wall in everyth...