Search found 57 matches

by CorrettoSambuca
Mon Nov 17, 2014 6:03 pm
Forum: Wiki Talk
Topic: Wiki "designs" page
Replies: 6
Views: 12104

Re: Wiki "designs" page

'kay, I'm startin' to mess with it.
Here it is: https://forums.factorio.com/wiki/inde ... nsTestPage

First question (of many, many to come): How do I make the table of contents show up?
by CorrettoSambuca
Mon Nov 17, 2014 7:06 am
Forum: Wiki Talk
Topic: Wiki "designs" page
Replies: 6
Views: 12104

Re: Wiki "designs" page

Eh, i know the poll might have been a bit to much... But I saw that inviting checkbox, and couldn't resist the temptation :D

As soon as I have time I'll build a structure for the page.
Is there maybe a "work in progress" template that I can add at the top?
by CorrettoSambuca
Sun Nov 16, 2014 3:23 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 19282

Re: Get rid of Pickaxe tool

Actually I really like the idea of "modular tools".
Any modders out there with more competence than me who want to give it a try?
by CorrettoSambuca
Sun Nov 16, 2014 3:19 pm
Forum: Wiki Talk
Topic: Wiki "designs" page
Replies: 6
Views: 12104

Wiki "designs" page

I just thought we should have a wiki page dedicated to designs for various things, complete with images and a proper table of contents, with sections for each tech level. This way, new or intermediate players could get a better idea on how to properly design factories. Do we already have any such th...
by CorrettoSambuca
Fri Nov 14, 2014 10:26 am
Forum: Maps and Scenarios
Topic: TheCity - Fct story-based Scenario
Replies: 19
Views: 22392

Re: TheCity - Fct story-based Scenario

Is this project dead? I've been looking for scenarios to play, and this one looked interesting. Having a 0.10 compatible version would be amazing!
by CorrettoSambuca
Fri Jul 25, 2014 8:19 am
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 19282

Re: Get rid of Pickaxe tool

Instead of having differenti tiers of pickaxes, remove the tool slot altogether and instead create a couple techs that increase the player's mining speed, for example.
by CorrettoSambuca
Tue Jul 15, 2014 2:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.* & 0.8.8] Major sound delay on Linux
Replies: 31
Views: 10741

Re: [0.9.* & 0.8.8] Major sound delay on Linux

I can confirm this workaround working for me.
Currently on Ubuntu 14.04 and the latest Factorio 0.10
by CorrettoSambuca
Fri Jun 20, 2014 6:20 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 19282

Re: Get rid of Pickaxe tool

Back on topic, I believe we need more tool variety. After all, tools are supposed to have a specific purpose and specialize for that. As someone mentioned before, how do I even cut trees with a pick? Give me an axe instead (or a chainsaw later); if we really want a pick, let's keep it for the ore an...
by CorrettoSambuca
Fri Jun 20, 2014 5:32 pm
Forum: Texture Packs
Topic: Pointless Texturing Fun
Replies: 1
Views: 6571

Re: Pointless Texturing Fun

If it covered the whole base game I'd totally use it. Looks good, why don't you go on and finish it?
by CorrettoSambuca
Fri Jun 20, 2014 7:52 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 122798

Re: [0.9.x] endless resources

What I meant is that the miner has to be above a 3x3 patch of ore, with no clean ground underneath... This makes it so that small patches only allow for two miners at most. Another self-imposed rule is that miners must not touch each other, to further limit the output of bigger ore patches. With the...
by CorrettoSambuca
Thu Jun 19, 2014 3:44 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 122798

Re: [0.9.x] endless resources

Exactly!
I'd be fine if I could have oil coming out at 1 speed, but constant...
Also I've been playing with some "limitations": for example the miners must be placed only on the ore, so no exploiting a single ore patch with 4 miners...
by CorrettoSambuca
Thu Jun 19, 2014 3:41 pm
Forum: Ideas and Suggestions
Topic: Endgame Content Concept Discussion
Replies: 21
Views: 11453

Re: Endgame Content Concept Discussion

2: military power: long range powerfull artillery (to kill large biter bases and/or their next evolution?) 3: intelligence: satellites (scanning device that is much faster with a much larger FOV than the radar that would work very well with your artillery) Sounds fun! I'm already seeing myself remo...
by CorrettoSambuca
Thu Jun 19, 2014 2:25 pm
Forum: Ideas and Suggestions
Topic: Endgame Content Concept Discussion
Replies: 21
Views: 11453

Re: Endgame Content Concept Discussion

Allow me to stray quite far from the path you are walking. How about a dystopian finale? Basically at the end of the tech tree is the ultimate automatization gadget, a factory that expands itself. (maybe programmable logistics bots?) So the factory basically starts doing everything by itself, and yo...
by CorrettoSambuca
Thu Jun 19, 2014 1:52 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 122798

Re: [0.9.x] endless resources

Would be interesting if it actually made all resources really infinite, oil included...
Option maybe? or different mod altogether?
by CorrettoSambuca
Thu Jun 19, 2014 1:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.* & 0.8.8] Major sound delay on Linux
Replies: 31
Views: 10741

Re: [0.9.* & 0.8.8] Major sound delay on Linux

Same issue here. Currently on Ubuntu 14.04.
If it helps, I'm dual-booting windows 7 on this machine and the windows version runs fine.
by CorrettoSambuca
Wed Jun 18, 2014 7:07 pm
Forum: Mods
Topic: [0.9.8] Electric Furnaces
Replies: 15
Views: 12270

Re: [0.9.8] Electric Furnaces

Better, late-game furnaces would be very interesting. Especially if you could make an advanced electric furnace with at least 1 smelting speed that's only 2x2 in size (like stone and steel furnaces), to upgrade my smelting facilities easily without rebuilding them completely. Or an insanely fast 5x5...
by CorrettoSambuca
Sun May 04, 2014 9:36 am
Forum: Mods
Topic: [0.9.x WIP] Dustcraft
Replies: 12
Views: 14927

Re: [0.9.x WIP] Dustcraft

First of all, this sounds like an awesome mod. However, I have a couple of suggestions to make: first of all, uranium and related equipment/machines should be pretty far in the tech tree, and not be available at the very least before modules. Also uranium ore should be really scarce, and come in tin...

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