Search found 190 matches
- Wed Feb 01, 2017 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Creating custom robotic networks
- Replies: 6
- Views: 2632
Re: Creating custom robotic networks
I thought about it and the main challenge to solve would be that logistic members (logistic chests, player, anything can connect to logistic network and set condition) can be assigned to only one network in the current system. This is how I think it would work: each roboport would have channel (def...
- Wed Feb 01, 2017 12:21 pm
- Forum: Ideas and Suggestions
- Topic: chest sorting
- Replies: 3
- Views: 3218
Re: chest sorting
This should probably in suggestions.
I agree, I also had times where I wish I could autosort a chest. Maybe add a button to toggle on/off autosort per chest?
I agree, I also had times where I wish I could autosort a chest. Maybe add a button to toggle on/off autosort per chest?
- Mon Jan 30, 2017 6:29 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 9791
Re: soo 0.15.
The only thing that really bugs me about performance is the autosave. With RAM speeds exceeding 50 GiB/s nowadays, why does it take several seconds to make a copy of the game-state to calculate a save from? From what I understand, autosave -pauses the game -creates a copy of the game-state -resumes ...
- Sun Jan 29, 2017 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Evolution Split
- Replies: 9
- Views: 3265
Re: Evolution Split
Buildings not placed on concrete should start at half health and quickly deterioratessilk wrote:Well the need for placing concrete is already suggested a lot. Prerequisite is, that we have worms, that can tunnel.
- Sun Jan 29, 2017 2:36 am
- Forum: Ideas and Suggestions
- Topic: Concrete and resources
- Replies: 29
- Views: 8290
Re: Concrete and resources
It's time to start a new map then.ssilk wrote:Not if they natives evolution is at 90% but you haven't researched power suits yet.
Well, a bit exaggerated, but possible.
- Sun Jan 29, 2017 1:56 am
- Forum: Ideas and Suggestions
- Topic: Concrete and bots
- Replies: 34
- Views: 10732
Re: Concrete and bots
How about making Roboports effective enough that you don't need clusters of 5-10 at a time?Rseding91 wrote:There's already a solution to that: build more roboports.
- Sat Jan 28, 2017 6:52 pm
- Forum: Balancing
- Topic: Flamethrower Balance
- Replies: 5
- Views: 2238
Re: Flamethrower Balance
When it doesn't matter, how much enemies you've taken out as long as it is not spawners, the you are pressured to seek ways of taking out those as quick as possible, and the enemy units become irrelevant in their endless respawn. Kiting the biters while working your way through the worms to get the...
- Sat Jan 28, 2017 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Concrete and resources
- Replies: 29
- Views: 8290
Re: Concrete and resources
You can always scout for more oil wells though.ssilk wrote:This suggestion is a good idea, but not well thought through , for example removing oil wells can become a heavy problem for newbies. I recommend to be more detailed with this suggestion.
- Fri Jan 27, 2017 4:07 pm
- Forum: Gameplay Help
- Topic: Train acceleration and speed
- Replies: 7
- Views: 6998
Re: Train acceleration and speed
Well, that actually makes sense, because both trains should experience roughly the same amount of air pressure, and that will affect the single locomotive more.Optera wrote:snip
- Fri Jan 27, 2017 3:52 pm
- Forum: Gameplay Help
- Topic: Blueprints and robots
- Replies: 3
- Views: 1729
Re: Blueprints and robots
From what I understand they do it in some specific order BUT they may skip some if there's not enough robots. So you need as many construction robots as items being placed to see the actual order. This was posted a while back: https://www.reddit.com/r/factorio/comments/5c9hnv/factorio_roboterballet...
- Fri Jan 27, 2017 3:28 pm
- Forum: Pending
- Topic: Rail not starting from correct place after deleting some...
- Replies: 4
- Views: 1716
Re: Rail not starting from correct place after deleting some...
Track builder also bugs out if you mine the track on which you pressed the arrow on.
Basically, you get some track in the middle of nowhere. Ideally, it should cancel the track building assistant.
Basically, you get some track in the middle of nowhere. Ideally, it should cancel the track building assistant.
- Fri Jan 27, 2017 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Train Drop-down menu
- Replies: 2
- Views: 1181
Re: Train Drop-down menu
Even in your first screenshot, the station list could be displayed completely without the need for scrolling or a scrollbar.
I fully support making use of the entire screen for selecting items from lists.
I fully support making use of the entire screen for selecting items from lists.
- Thu Jan 26, 2017 8:45 pm
- Forum: Ideas and Suggestions
- Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
- Replies: 6
- Views: 2334
Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
It's been like that though in almost every game since the dawn of time.
Sure, there are games and models that try to do it differently, but in my opinion it should stay the way it is.
Sure, there are games and models that try to do it differently, but in my opinion it should stay the way it is.
- Thu Jan 26, 2017 6:05 pm
- Forum: General discussion
- Topic: My prediction about .15
- Replies: 3
- Views: 1736
My prediction about .15
Is that as soon as we get a release date, 80% of the community will drop the game and stop playing until the day after patch day.
- Thu Jan 26, 2017 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Concrete and bots
- Replies: 34
- Views: 10732
Concrete and bots
Well, we've all there to witness how atrociously inefficient contruction bots are at placing concrete. It blocks other constructions because of the sheer amount of jobs it can accumulate quickly. I would like to see concrete(or any tile) to have a lower priority when the system checks where it can d...
- Thu Jan 26, 2017 3:58 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Adv. circuit "sphere"
- Replies: 13
- Views: 15566
Re: Adv. circuit "sphere"
how copper cable production can keep up with so many boosted advanced circuits? Copper cable assembler has 4 affected beacons, but advanced circuits has dozens. 4 vs 5-6? Also It looks nice, but I think that 1 express belt input for 1 copper cable with 400% is more than enough. If you look at the b...
- Thu Jan 26, 2017 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Evolution Split
- Replies: 9
- Views: 3265
Re: Evolution Split
I need to ask what is the Gameplay-Value of this? For me, it would seem to make biters a little less boring. That's already worth a lot. Anyway, everything together is certainly a lot overkill. I like the points made about time, pollution and spawner kills. That makes for a great little vanilla div...
- Thu Jan 26, 2017 2:18 am
- Forum: General discussion
- Topic: Factorio and overclocking
- Replies: 5
- Views: 2553
Re: Factorio and overclocking
That probably means your RAM timings are too tight.
- Mon Jan 23, 2017 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync when robots build blueprint
- Replies: 16
- Views: 4792
Re: Desync when robots build blueprint
Recently moved several complexes around with large blueprints to make space for rails, but only changing location, not rotation, at we didn't get the expected desyncs, so I can confirm that.
- Mon Jan 23, 2017 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync when robots build blueprint
- Replies: 16
- Views: 4792
Re: Desync when robots build blueprint
I understand it as: Building the blueprint not in the original rotation causes it.