Search found 181 matches
- Mon Oct 23, 2017 12:46 am
- Forum: Ideas and Suggestions
- Topic: Rename certain terms to improve new user experience
- Replies: 21
- Views: 6579
Re: Rename certain terms to improve new user experience
I'd like to add 2 more to this list In Power "Satisfaction" should be "Power Demand" and "Production" should be "Power Supply" Since the bars total tell you how much is Demanded or Available to be supplied and the green bar tells you % of which is fulfilled(s...
- Sun Oct 22, 2017 6:01 pm
- Forum: General discussion
- Topic: Factorio is not a game.
- Replies: 26
- Views: 10910
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...
- Wed Oct 18, 2017 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 77
- Views: 27447
Re: Assign Trains to Schedules
Guess I'd already be happy if we could blueprint trains and their schedules.
- Sun Oct 15, 2017 6:58 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63917
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...
- Sun Oct 15, 2017 11:08 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60082
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 ...
- Sun Oct 15, 2017 12:28 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60082
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...
- Thu Oct 12, 2017 12:55 am
- Forum: Ideas and Suggestions
- Topic: Roboport area size override
- Replies: 0
- Views: 773
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...
- Wed Oct 11, 2017 3:04 pm
- Forum: General discussion
- Topic: What are the opinions on the current Turret Damage output?
- Replies: 19
- Views: 7481
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...
- Tue Oct 03, 2017 3:34 pm
- Forum: General discussion
- Topic: Cannon shells kinda meh
- Replies: 7
- Views: 2783
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...
- Tue Oct 03, 2017 11:36 am
- Forum: General discussion
- Topic: Cannon shells kinda meh
- Replies: 7
- Views: 2783
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...
- Mon Oct 02, 2017 9:26 pm
- Forum: General discussion
- Topic: Cannon shells kinda meh
- Replies: 7
- Views: 2783
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 ...
- Mon Oct 02, 2017 2:20 pm
- Forum: Gameplay Help
- Topic: Counter reset won't work
- Replies: 2
- Views: 1243
Re: Counter reset won't work
0eNrlmFuvoyAQx78Lj7v2rKD2YrL7Jfq4OTFU6SmJokFstmn87gvYm61a6PXhvDRVZBjmJ/+ZcQsWaUUKTpkA4RbQOGclCP9uQUm/GE7VPbEpCAjBmnJRyTsOYDhTN5onRhDUDqAsIf9ACGvnxpmo/nQAYYIKShoH9MUmYlW2IFyaPszGnIpVRgSNR3GeLSjDIufSeJGXcnbO1MrS4mj8EThgI/94cpmEchI3o8gBcpeC52m0ICu8pnK2nHI0G8nhRJsq1cCS8lJExrsiOF6pjalICqzC6jogLwjHzfLgp5...
- Mon Oct 02, 2017 1:39 pm
- Forum: Gameplay Help
- Topic: Counter reset won't work
- Replies: 2
- Views: 1243
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...
- Sat Sep 30, 2017 8:23 pm
- Forum: Gameplay Help
- Topic: Splitting up robotic networks
- Replies: 8
- Views: 5619
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...
- Thu Sep 21, 2017 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Add directional lights (static and/or dynamic)
- Replies: 2
- Views: 944
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...
- Sat Sep 16, 2017 4:44 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 24219
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...
- Fri Aug 11, 2017 5:15 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 68089
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Buffer chests. Release them. Right. NAO !!1111
- Sat Jul 08, 2017 10:55 am
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 67819
Re: Friday Facts #198 - Rail segment visualisation
Dat level of optimization
I really wonder if it would make any difference. Please keep us updated!
I really wonder if it would make any difference. Please keep us updated!
- Fri Jun 23, 2017 6:52 pm
- Forum: General discussion
- Topic: Steam per MW
- Replies: 4
- Views: 2456
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.
- Mon Jun 19, 2017 1:44 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52617
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...