Search found 180 matches

by Escadin
Sun Oct 22, 2017 6:01 pm
Forum: General discussion
Topic: Factorio is not a game.
Replies: 26
Views: 8632

Re: Factorio is not a game.

What an odd question to ask. Sandbox games are still games. :roll: I'll give you that, sandboxgames which don't involve any noteworthy progression and offer only a bare playground for your own imagination (like Banished for example) I have seen discussed to be closer to a virtual toy (like Lego) tha...
by Escadin
Wed Oct 18, 2017 6:34 pm
Forum: Frequently Suggested / Link Collections
Topic: Assign Trains to Schedules (Train Routes)
Replies: 73
Views: 18974

Re: Assign Trains to Schedules

Guess I'd already be happy if we could blueprint trains and their schedules.
by Escadin
Sun Oct 15, 2017 6:58 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 49552

Re: Friday Facts #212 - The GUI update (Part 1)

I have always wondered what Factorio might look like with a more creative UI design. What I mean is all window frames are sterile gray bars while in most other games they use textures for frames which transport the game's theme and aesthetetics. For factorio this would probably mean an indication of...
by Escadin
Sun Oct 15, 2017 11:08 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 42374

Re: Personal robots prioritizing nearest first

Escaping: Unfortunately the bot system cannot tell the difference between you have deployed all your robots and they're working and you have no robots to deploy either way it's 0 available so you could be waiting forever cause you have only one or two bots total to do the work when the base system ...
by Escadin
Sun Oct 15, 2017 12:28 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 42374

Re: Personal robots prioritizing nearest first

Pretty long thread so no idea whether suggested before. Can personal robots please be prioritized even if they cannot finish a job all at once? Hate it when I deconstruct a blue print expecting to move it a bit down the bus and then construction bots come from the other end of my factory trying to s...
by Escadin
Thu Oct 12, 2017 12:55 am
Forum: Ideas and Suggestions
Topic: Roboport area size override
Replies: 0
Views: 600

Roboport area size override

For the sake of compact factories and dealing with the pitfalls of robot AI it would be great to have an override setting similar to stack size but for roboports. How it works Roboports get the same override interface as inserters, but with 2 inputs instead of one. One for logistic network, the othe...
by Escadin
Wed Oct 11, 2017 3:04 pm
Forum: General discussion
Topic: What are the opinions on the current Turret Damage output?
Replies: 19
Views: 5753

Re: What are the opinions on the current Turret Damage output?

Sounds like lasers need either buffing, or unique ability added to them beyond not using ammo, and a little extra range They absolutely don't. This is failing to see the wood for trees: Laser Turrets may try taking out whatever gets past that inferno, but you really need a lot of them to do any sig...
by Escadin
Tue Oct 03, 2017 3:34 pm
Forum: General discussion
Topic: Cannon shells kinda meh
Replies: 7
Views: 2121

Re: Cannon shells kinda meh

I think the overall balance isn't that bad. Destroyer bots and distraction bots always have a place because you can use them in addition to everything else (unlike like different weapons, can only fire one weapon at a time). They also provide cover for your construction bots so you can repair on the...
by Escadin
Tue Oct 03, 2017 11:36 am
Forum: General discussion
Topic: Cannon shells kinda meh
Replies: 7
Views: 2121

Re: Cannon shells kinda meh

Doesn't sound like you guys have seen fully upgraded uranium ammo. It instantly melts through anything except behemoth biters without any firing delay. If area damage is what you need you're better off with the flamethrower, grenades or poison globes because those are much cheaper to produce and res...
by Escadin
Mon Oct 02, 2017 9:26 pm
Forum: General discussion
Topic: Cannon shells kinda meh
Replies: 7
Views: 2121

Cannon shells kinda meh

Is it just me or do cannon shells (uranium or otherwise) not have nearly enough effective range to combete with just plain gun ammo (uranium or otherwise)? I mean their research is expensive as hell so you'd expect them to be strong. Yet, I can clear nest much fasters and easier by just sticking to ...
by Escadin
Mon Oct 02, 2017 2:20 pm
Forum: Gameplay Help
Topic: Counter reset won't work
Replies: 2
Views: 979

Re: Counter reset won't work

0eNrlmFuvoyAQx78Lj7v2rKD2YrL7Jfq4OTFU6SmJokFstmn87gvYm61a6PXhvDRVZBjmJ/+ZcQsWaUUKTpkA4RbQOGclCP9uQUm/GE7VPbEpCAjBmnJRyTsOYDhTN5onRhDUDqAsIf9ACGvnxpmo/nQAYYIKShoH9MUmYlW2IFyaPszGnIpVRgSNR3GeLSjDIufSeJGXcnbO1MrS4mj8EThgI/94cpmEchI3o8gBcpeC52m0ICu8pnK2nHI0G8nhRJsq1cCS8lJExrsiOF6pjalICqzC6jogLwjHzfLgp5...
by Escadin
Mon Oct 02, 2017 1:39 pm
Forum: Gameplay Help
Topic: Counter reset won't work
Replies: 2
Views: 979

Counter reset won't work

I want to reset a counter after it counted to "a". Here is my setup: 20171002130734_1.jpg Counter and it's input are set up to work with "S" as signal. The rest of the logic (resets, etc.) handles "each" in order to prevent noise. But it doesn't work and I don't see why...
by Escadin
Sat Sep 30, 2017 8:23 pm
Forum: Gameplay Help
Topic: Splitting up robotic networks
Replies: 8
Views: 4451

Re: Splitting up robotic networks

FYI, an additional logistic chest is expected with 0.16 : https://www.factorio.com/blog/post/fff-203 This should allow you to create "local" storing areas delivered by robots that will also be able to provide via robots. That's really something I'm looking forward to but... there are more...
by Escadin
Thu Sep 21, 2017 2:26 pm
Forum: Ideas and Suggestions
Topic: Add directional lights (static and/or dynamic)
Replies: 2
Views: 701

Add directional lights (static and/or dynamic)

I really love the day-night cycle in this game but without proper lighting options it is just wasted. I remember, way back in the ealiest versions of this game there was a mod which added directional lights (similar to car lights) and spot lamps which allowed you to illuminate over greater distances...
by Escadin
Sat Sep 16, 2017 4:44 pm
Forum: News
Topic: Friday Facts #207 - Lua noise specification
Replies: 45
Views: 19497

Re: Friday Facts #207 - Lua noise specification

Is there any chance we will get actual elevations in game? Even if it's just a binary system like in older RTS games, I think that would add a lot to the game. Of course, you probably want to save yourself the trouble of modeling railway bridges etc.. However, cosmetic variety can only achieve so mu...
by Escadin
Fri Aug 11, 2017 5:15 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 53608

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Buffer chests. Release them. Right. NAO !!1111 :o
by Escadin
Sat Jul 08, 2017 10:55 am
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 56109

Re: Friday Facts #198 - Rail segment visualisation

Dat level of optimization :D

I really wonder if it would make any difference. Please keep us updated!
by Escadin
Fri Jun 23, 2017 6:52 pm
Forum: General discussion
Topic: Steam per MW
Replies: 4
Views: 1932

Re: Steam per MW

I would actually really want to know how much max temperature steam you can get from 1 fuel cell and also how much j that is, given a perfect no-loss 100% efficiency setup.
by Escadin
Mon Jun 19, 2017 1:44 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 41960

Re: Friday Facts #195 - Poles re-design

Normally players don't like changes As far as I remember every other new graphics for old entities was welcomed very well by the players like new rails, train stations, trains and pumps. They are really improved sexy new versions. I don't remember much of complains. New power poles are different st...
by Escadin
Sun Jun 18, 2017 10:04 am
Forum: General discussion
Topic: Yellow High Tech Science Layout
Replies: 10
Views: 8136

Re: Yellow High Tech Science Layout

Of course, if you produce most of the necessary materials off site... :D

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