Search found 169 matches

by malecord
Fri Apr 15, 2016 4:46 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 265364

Re: Friday Facts #128 - Back down to earth

Im probably a bit out of date with this comment. I think this could be an interesting and useful item. I doubt that it would be used much with trains because unless they are smart loaders they would be useless. If you had a train carriage loaded with ammunition etc and also ore you dont want to be ...
by malecord
Fri Apr 15, 2016 11:10 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 94263

Re: Friday Facts #133 - The train struggle


is for the Devs to walk two paths at the same time and create the "fix" (and just introduction a different problem) and implement it as a map start-up option so each individual player can decide, which "evil" they want to play with either;
0 - Different sized V vs H train-stations. /w natural ...
by malecord
Thu Apr 14, 2016 4:03 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 94263

Re: Friday Facts #133 - The train struggle


is for the Devs to walk two paths at the same time and create the "fix" (and just introduction a different problem) and implement it as a map start-up option so each individual player can decide, which "evil" they want to play with either;
0 - Different sized V vs H train-stations. /w natural ...
by malecord
Wed Apr 13, 2016 9:08 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 53016

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Cool mod. The double entity is a really clever workaround. Thank you a lot!

I've adjusted the numbers in your mod to my liking. I've reduced turret range to 19 but added resistances. Increased the cost, especially steel.

I don't want to substitute lasers completely. I'm looking for a setup where ...
by malecord
Mon Apr 11, 2016 10:13 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 94263

Re: Friday Facts #133 - The train struggle

Guys, I think pretty much all of us can live with the train issue now. Even though I must admit had a headhache the first time I used blueprints for stations and it took me a while to understand that the problem wasn't mine.

The question is: would Factorio be a better game if dimensions were ...
by malecord
Fri Mar 25, 2016 3:12 pm
Forum: Balancing
Topic: The obsolete turret problem
Replies: 34
Views: 21393

Re: The obsolete turret problem

Gun turrets are almost ok. Once fully upgrade they do like 4 times the damage of laser turrets. So the short range is very much compensated by the righteous death that they deliver.

Their only problems are:
1) they don't connect to logistic network: so you always have to setup a requester chest ...
by malecord
Fri Mar 25, 2016 2:08 pm
Forum: Ideas and Suggestions
Topic: Actual laser turret
Replies: 54
Views: 44529

Re: Actual laser turret

I like this!
by malecord
Fri Mar 25, 2016 1:41 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 249392

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

Woah. nu player here. I just upgraded my first belt and I it was such a pain that I immediately googled for a mod to automate the stuff. I'm gonna try it later.

I'm surprised the devs did not integrate this in the base game yet. :D
by malecord
Wed Mar 23, 2016 11:38 am
Forum: Implemented Suggestions
Topic: Mod Portal / Steam Workshop
Replies: 25
Views: 21509

Re: Mod Portal / Steam Workshop

Seam Workshop support for blueprints would be awesome!

Imagine how convenient would be to store your blueprints in your steam inventory. You could send them to your friends directly via browser! :D

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