Search found 451 matches
- Fri Dec 28, 2018 7:05 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152686
Re: Friday Facts #275 - 0.17 Science changes
Ooooh, one more thing... Can we get even number of science packs somehow... Because reasons. VERY important reasons.
- Fri Dec 28, 2018 6:35 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152686
Re: Friday Facts #275 - 0.17 Science changes
Whoa, so much to comment: - I really like how you made stone more important now. - 'Batteries feel quite low tier - if you want early laser turrets, robots or accumulators, it’s usually the first oil product you make.' Is completely not true in my experience, you get plastic set-up first to get red ...
- Sat Dec 22, 2018 10:35 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71457
Re: Friday Facts #274 - New fluid system 2
How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftov...
- Sat Dec 22, 2018 9:46 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71457
Re: Friday Facts #274 - New fluid system 2
How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftove...
- Tue Dec 18, 2018 9:15 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
I wish to talk again about my idea of tiered assemblers removal... Actually, after watching MojoD megabase streams for a while with that expanded vanilla stuff mod, tiers might be amazing! It's jsut that, still, as assemblers are now, their tiering makes very little sense nor progress feelings. Imag...
- Tue Dec 18, 2018 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Roboport - allow BOTH logistic storage and robot statistics into circuit network
- Replies: 0
- Views: 565
Roboport - allow BOTH logistic storage and robot statistics into circuit network
Issue: As it is now, you can set your roboport to either read logistic storage OR read robot statistics. For majority of players it would never be an issue, but as I am trying to setu up universal outpost service train, this becemes an issue. Not a big one, but it's still annoying, since solution se...
- Fri Dec 07, 2018 2:57 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 32997
Re: Friday Facts #272 - Mod GUI
One thing I'd like from new mod screen is separate button 'reload the game'. It's very annoying changing mod settings and having game unexpectedly reload when pressing 'back' or something. Especially on my crappy laptop where reloading takes a long while lol...
- Sun Dec 02, 2018 10:43 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 50207
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
How many fluid systems there are when you mix two different fluids in one pipe by misplacement? Actually the other day I had an idea for solving the fluid mixing which imo solves it very easily. Once a fluid is run through an empty pipe, a fluid type is assigned to it's whole system and no other fl...
- Sat Dec 01, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 50207
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
How many fluid systems there are when you mix two different fluids in one pipe by misplacement?
- Thu Nov 29, 2018 3:25 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 83279
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Or make items fall off at the belt end
- Thu Nov 29, 2018 12:30 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
I just had a new idea of mine to add up to removal of tiered assemblers - allow all assembler recipes to be crafted in chemical plants aswell, but with additional requisition of lubricant, which would make baseline crafting speed higher as a benefit. That removes bloat of tiered assemblers, yet stil...
- Sat Nov 17, 2018 12:27 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 83279
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
New undergrounds look so cool I wish you put loaders with proper models into base game too.
- Sat Nov 10, 2018 9:28 am
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 46594
Re: Friday Facts #268 - The modern Biter
I think the biggest problem with biters is that there are barely 2 types of them. With more, gameplay against them would be more interesting IMO.
- Sun Nov 04, 2018 6:07 pm
- Forum: Ideas and Suggestions
- Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
- Replies: 5
- Views: 1734
Re: What i would change on Factorio after playing it for one or two -thousand Hours.
I recall there existed browser-based blueprint editor some time ago - you could create a blueprint and it generated bp string for it to be used in the game. Radar range research makes 100% sense, since there already exists infinite artillery range research and it reveals terrain when it shoots. Thou...
- Sat Nov 03, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
I'm thinking, since axe is out, nightvision and not even yet implemented belt immunity item also should be out, baked just into hotkey.
- Wed Oct 31, 2018 8:11 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
Or maybe there should be an option in map gen like "player profile": - Space crash survivor - you get to start from scrap with all the burner things - Prepared explorer - you get basic tech like construction bots and solar panels mentioned earlier - Rich kid wannabe hero - you get everyth...
- Wed Oct 31, 2018 6:26 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
Early game is already annoying enough. If someone enjoys it, I think it's better to leave it to mods - make vanilla start with electricity from the beginning. I'm curious. What for you is the point of Factorio? I enjoy exploration and progress but I don't enjoy replicating megabase blueprints until...
- Wed Oct 31, 2018 1:44 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
That steam age mod makes early game more complicated than non-electric later game as far as powering up entities goes. While idea itself might be nice, it's a bad design for the actual vanilla gameplay. Early game has to be non-complex. I think stopping at burner-entities is fine. 3 Different kinds ...
- Wed Oct 31, 2018 1:37 pm
- Forum: Not a bug
- Topic: Empty train engine not refuelling
- Replies: 1
- Views: 897
Empty train engine not refuelling
20181031142241_1.jpg . See that not-fuelled rear engine? Look as train gets to the station (front engine have fuel). All the other engines get refuelled just fine, but newly placed ones like this one will not. Inserter will pick a fuel unit and just not insert it as if engine was full or had differ...
- Mon Oct 29, 2018 8:51 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208494
Re: Friday Facts #266 - Cleanup of mechanics
Off Topic since the Devs are reading this: Can we please get a function so that when a player mouses over an option in his personal crafting menu, any existing inventory slots that already contain the item are highlighted? With something like 120-150 inventory slots, it's hard to tell at a glance w...