Search found 533 matches

by JohnyDL
Thu May 25, 2017 10:43 am
Forum: Ideas and Suggestions
Topic: Solar panels OP
Replies: 17
Views: 7647

Re: Solar panels OP

The issue and the reason both of these things are balanced is space, a 40ish MW reactor can be placed in the same space as 5 or 6MW of solar power and accumulators. a 400MW reactor in less than 40MW of solar panels and accumulators FYI Batteries ARE chemical storage and the accumulators are fairly r...
by JohnyDL
Thu May 25, 2017 10:14 am
Forum: Ideas and Suggestions
Topic: Improve Long Handed Inserters / Stack and Filtered Long Hand inserters / Increase stack, add filter to long handed inser
Replies: 33
Views: 11294

Re: Long Handed Inserters: Fast, Filter, and Stack

You should probably try out Bob's inserters, there are long handed (even double long) inserters in there without new items, just by adding the ability to configure them (press E or shift+E while hovering on them I think) will let you chose the belt the side of that belt and more :)
by JohnyDL
Thu May 25, 2017 5:11 am
Forum: Ideas and Suggestions
Topic: Billboards and Signs
Replies: 2
Views: 4348

Re: Billboards and Signs

There are map markers on the main map you can use (even letters to spell out messages) but I do wish that they could be set as waypoints and that shows them on the edge of the screen/even on the minimap to run towards You can make signs already you just have to be creative, some can be done with lig...
by JohnyDL
Thu May 25, 2017 4:29 am
Forum: Implemented Suggestions
Topic: Turret Kill Counter
Replies: 3
Views: 1658

Re: Turret Kill Counter

there's even kill statistics by pressing k :)
by JohnyDL
Thu May 25, 2017 4:26 am
Forum: Ideas and Suggestions
Topic: map limited in only one direction
Replies: 5
Views: 1493

Re: map limited in only one direction

sparr you could add this to world mirror quite easily with the north/south mirror or east west mirror generating void or not generating/copying at all abone chunk 4/6/8 your choice
by JohnyDL
Wed May 24, 2017 6:57 pm
Forum: Implemented Suggestions
Topic: Multiplayer communication - signalize location
Replies: 2
Views: 962

Re: Multiplayer communication - signalize location

You can place blueprints with shift click and in 0.15 map mode you can place map markers, effectively this is already in the game
by JohnyDL
Wed May 24, 2017 3:20 pm
Forum: Ideas and Suggestions
Topic: Make wood useful
Replies: 27
Views: 10898

Re: Make wood useful

or use it as the bottleneck constraint of coal liquefaction, generally you don't need much/any liquifaction so as a way of disposing of wood and getting some useful product out the end at the cost of using a little extra coal (which is an underutilised resource itself) its a good way to upcycle the ...
by JohnyDL
Wed May 24, 2017 11:40 am
Forum: Ideas and Suggestions
Topic: Bunch of new symbols for circuit network/maps
Replies: 1
Views: 1212

Bunch of new symbols for circuit network/maps

TL;DR Bunch of new symbols to give the CN and Maps a little more flair (and possibly usefulness) What ? Add a bunch of symbols to the network, I'd suggest the biological, chemical and radiological warning signs (or some of them https://en.wikipedia.org/wiki/Hazard_symbol) some road signals (no entr...
by JohnyDL
Wed May 24, 2017 11:04 am
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13790

Re: Balance Barreling + Fluid Transport

Mega base thing was mainly at Optera one post above yours Hannu but okay If you compare production costs to overall production, they are nothing. All production entities are practically free in Factorio. Only few percents of resources goes to building of production stuff, especially if you do not us...
by JohnyDL
Wed May 24, 2017 8:46 am
Forum: Ideas and Suggestions
Topic: [0.15] Signal Sort Order unreadable
Replies: 2
Views: 907

Re: [0.15] Signal Sort Order unreadable

The sort order is sorted by quantity first and then order of arrival at that quantity I think if not it's quantity then the order it appears in the crafting menu, so logistics, then production then intermediates and finally military (and the sub orders internally) There is an order it's just not ver...
by JohnyDL
Wed May 24, 2017 7:14 am
Forum: Ideas and Suggestions
Topic: Furnace Speed Research
Replies: 6
Views: 2978

Re: Furnace Speed Research

Am I the only person who thinks that the productivity research is out of place in the game? It seems to not fit with the speed/efficiency/productivity modules in the game. Adding furnace speed research would be similarly contrary to the module system in the game. Not really the idea that as you pro...
by JohnyDL
Wed May 24, 2017 6:59 am
Forum: Ideas and Suggestions
Topic: Allow Electric Network to output Power Consumption to Circuit Network
Replies: 2
Views: 1996

Re: Allow Electric Network to output Power Consumption to Circuit Network

You connect it to an accumulator to get energy statistics not a power pole, power poles are useful for letting you string wires long distance adding this would make that a problem. if power is going up you're fine if power is going down and it's day time that's a problem your task now is to find a w...
by JohnyDL
Wed May 24, 2017 6:56 am
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13790

Re: Balance Barreling + Fluid Transport

Nasabot: they can deal with a whole field sometimes other times not. Depends on the size of field how well drained it is whether you module and how close it is. With small near fields 1 train = 3 or 4 patches, with far large fields, moduled up and still mostly at peak performance a 4 fluid wagon tra...
by JohnyDL
Tue May 23, 2017 8:09 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13790

Re: Balance Barreling + Fluid Transport

Fluid barrels are fine as they are now. Pipes are the easiest way to transport any fluid - just click and drag and you're done. Fluid wagons allow easy setup (1 pump to load 1 pump to unload). Barrels offer slightly more capacity but you have to spend steel and barrel/unbarrel + deal with the empty...
by JohnyDL
Tue May 23, 2017 6:20 pm
Forum: Ideas and Suggestions
Topic: Make trains "callable" from a station.
Replies: 2
Views: 1191

Re: Make trains "callable" from a station.

You might be interested in the Logistics Train Mod :)
by JohnyDL
Tue May 23, 2017 4:51 pm
Forum: Ideas and Suggestions
Topic: Expanded Hover Data in Production
Replies: 4
Views: 1879

Re: Expanded Hover Data in Production

likey +1 although this might get far more tricky/complex with beaconing it'd certainly be an awesome addition (or mod) I think there is definitely a middle ground for "enough" information without getting too far into the weeds for sure. I wasn't thinking displaying that I was thinking cod...
by JohnyDL
Tue May 23, 2017 4:41 pm
Forum: Ideas and Suggestions
Topic: Darken miner on depleted deposit
Replies: 14
Views: 4899

Re: Darken miner on depleted deposit

but then, its too troublesome for such a little thing to ask for, same for installing a mod. I suggest you read https://forums.factorio.com/viewtopic.php?f=6&t=30240 Mods aren't difficult to install (5 clicks and a little typing - on the main menu click mods, install mods, type a name, click in...
by JohnyDL
Tue May 23, 2017 4:35 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13790

Re: Balance Barreling + Fluid Transport

Changing the stack size is a nerf because your inventory ends up filled with the blasted things if you have to move or change a setup, they are already a hassle to work with compared to fluid wagons. Incase it was missed Fluid wagons are in effect an Early game thing (even if you can barrel early ga...
by JohnyDL
Tue May 23, 2017 3:45 pm
Forum: Ideas and Requests For Mods
Topic: A Mountain of Ideas
Replies: 9
Views: 9859

Re: A Mountain of Ideas

2 year post necro XD but thanks guys ^_^ You're super awesome how'd you re discover this anyways XD
by JohnyDL
Tue May 23, 2017 3:43 pm
Forum: Ideas and Suggestions
Topic: Expanded Hover Data in Production
Replies: 4
Views: 1879

Re: Expanded Hover Data in Production

likey +1

although this might get far more tricky/complex with beaconing it'd certainly be an awesome addition (or mod)

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