Search found 81 matches
- Fri Jun 27, 2014 7:31 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 112534
Re: [MOD 0.10.0] Resource-Monitor-Mod v0.3.0
I really like the idea of this mod. I have to try it :) Is it allowed to make a suggestion for this nice mod, though? Because if so... ... I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves" In any case, I'll g...
- Tue Jun 24, 2014 5:12 pm
- Forum: General discussion
- Topic: [Lore] So what's going on inside research labs anyways?
- Replies: 5
- Views: 2216
Re: [Lore] So what's going on inside research labs anyways?
Edit: Disregard my reply, I mixed up which tech need what kind of science pack... :oops: [quote="The Phoenixian"]Oooh, yeah I can see that working. It also explains Alien Science Packs better than my own conception. (Using them to see how native life adapted to the local environment and cr...
- Mon Jun 23, 2014 5:33 pm
- Forum: General discussion
- Topic: [Lore] So what's going on inside research labs anyways?
- Replies: 5
- Views: 2216
Re: [Lore] So what's going on inside research labs anyways?
Thoughts: I've problems to understand, what you wanted to say. :) No problem, the two of you end up saying nearly the same thing: you describe how the lack of a previous industry requires adaption of schematics (due to lack of "high-tech" stuff), and how research tries to circumvent this ...
- Mon Jun 23, 2014 12:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Error loading save
- Replies: 39
- Views: 13958
Re: [0.10.1] Error loading save
It might be obvious to some, but for completeness' sake: Adding a mod to your load order allows you to recover a "corrupted" save. Good reason on its own to check for some quality mods :D Edit says: Removing a mod which was active when the game was created also allows for recovery of &quo...
- Sun Jun 22, 2014 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Error loading save
- Replies: 39
- Views: 13958
Re: [0.10.1] Error loading save
It might be obvious to some, but for completeness' sake: Adding a mod to your load order allows you to recover a "corrupted" save. Good reason on its own to check for some quality mods :D Edit says: Removing a mod which was active when the game was created also allows for recovery of "...
- Wed Jun 18, 2014 11:56 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 16881
Re: Adv. circuit - craftingTime rebalancing
I don't think it it a point of difficulty or constraint, though. I think it is a point of credibility - one machine suppling 18(!!) machines just feels "off", nothing more. Creating an automated supply chain does not become more difficult just because you need to place 4 assemblers instea...
- Wed Jun 18, 2014 2:21 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 16881
Re: Adv. circuit - craftingTime rebalancing
The reason why inserters are made quickly is because of gameplay, since many people will make a lot of inserters manually. That's why assemblers, pipes, transport belts, miners,... have a (unrealistic) short building time too. I kindly disagree again. Many people will make lots of inserters manuall...
- Tue Jun 17, 2014 5:01 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 16881
Re: Adv. circuit - craftingTime rebalancing
I disagree. I feel the production time on advanced circuits is okay, they are an endgame-ish intermediate, after all - if you need more, build more factories/smelters/miners :P If anything, the crafting time on regular circuits should be upped to 1.5-2 seconds ;) To elaborate on that opinion, almost...
- Tue Jun 10, 2014 5:36 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 14050
Re: 2^x vs y*10^x
Honestly, if The 2^x system isn't going to stick, I'd rather that the entire stack-based inventory be dropped altogether. Why would that be? What is the objective difference in the general representation of the inventory between now and then that spoils the current system for you in conjunction wit...
- Mon Jun 09, 2014 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Turrets with ammo stop firing at biters
- Replies: 14
- Views: 6266
Re: [0.10.0] Turrets with ammo stop firing at biters
I wanted to use my chance here and say I experience the same issue, mostly to bump this topic and increase it's visibility (I'm annoying like that ;) ) One a more serious note, I've lost my game yesterday when turrets refused to shoot the 15-18 small biters as they were killing me. Dying to small bi...
- Sat Jun 07, 2014 6:44 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 14050
Re: 2^x vs y*10^x
I Voted for Stacksizes built around a basenumber of ten. One reason being it's more intuitive (whose hands have x^2 fingers, really? besides terrible afflictions), making it easier to add, second, everything lines up with requesters and smart inserters. Some say that this greatly reduced the capacit...
- Mon Jun 02, 2014 8:41 pm
- Forum: General discussion
- Topic: So i have an issue with the alien things
- Replies: 23
- Views: 7507
Re: So i have an issue with the alien things
Power armor 2 is def end game tech, but I cant recommend enough using laser turrets instead of investing in gun turrets, AP rounds, Shooting Speed, Damage upgrades, and all that mess. Yes, generally, laser turrets are much, much better, no doubt. My tangent about big-ish clusters of gun turrets was...
- Mon Jun 02, 2014 6:05 pm
- Forum: General discussion
- Topic: So i have an issue with the alien things
- Replies: 23
- Views: 7507
Re: So i have an issue with the alien things
I don't agree with every sentiment here; I had made very good experience with submachineguns (in the early game, that is). The important point is: don't ever bother with regular ammo; try to go straight for piercing rounds magazines. Those deal 2.5 times the base damage, or, in less 'mathy' terms, a...
- Fri May 30, 2014 4:35 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 20918
Re: Trees should regenerate health
An alternative to polling the status of gigabajilions of trees for the need to regenerate, sixty times a second each (and let's be honest, Factorios forests are dense ), Not a problem. Just add tree to collection of damaged trees when tree damaged. And remove when completely healed. This is actuall...
- Tue May 27, 2014 10:24 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 20918
Re: Trees should regenerate health
I do like the idea of not having to see random bars of uninteresting information. An alternative to polling the status of gigabajilions of trees for the need to regenerate, sixty times a second each (and let's be honest, Factorios forests are dense ), might be to just not display a health bar for wh...
- Tue May 27, 2014 6:34 pm
- Forum: Wiki Talk
- Topic: Solar sensor on the wiki page seems wrong to me
- Replies: 6
- Views: 13464
Re: Solar sensor on the wiki page seems wrong to me
[edit: I'm sorry if my post comes off as rude; it's not my intention. English isn't my native language, and I've been informed that my texts tend to lack tactfulness. Again, I'm sorry for that.] [...]my point was that it doesnt do what it indicates, which is to turn off steam engines at night. the t...
- Tue May 27, 2014 1:40 am
- Forum: Wiki Talk
- Topic: Solar sensor on the wiki page seems wrong to me
- Replies: 6
- Views: 13464
Re: Solar sensor on the wiki page seems wrong to me
But... this topic is in general discussions? Or was it just moved?ssilk wrote:And finally: Your post should be in the help-board: "Please help me to understand, how this works". I'm not willing to explain the mechanics of this construction in the suggestions board.
- Tue May 27, 2014 12:41 am
- Forum: General discussion
- Topic: Will price go up if i have already purchased?
- Replies: 5
- Views: 1930
Re: Will price go up if i have already purchased?
Soo, having bought the base game only, will the price for the higher tiers (scenario pack & your name in-game) go up, as well? Or will the raise only apply to the cost of the game itself, but not the additional 'backer' tiers? I also have this question :) Frontpage has an answer to this questio...
- Mon May 26, 2014 9:32 pm
- Forum: General discussion
- Topic: Will price go up if i have already purchased?
- Replies: 5
- Views: 1930
Re: Will price go up if i have already purchased?
once you've bought it, you've bought it, how would they charge you more for something you already own? o.O I'd assume the question to be related to something I've been wondering as well. Obviously, they can't retroactivly charge more for things you've already paid, but there are multiple 'tiers' of...
- Mon May 19, 2014 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Walking through pipes connected to an assembler
- Replies: 1
- Views: 791
[0.9.8] Walking through pipes connected to an assembler
Bug Appearance There exists a small gap between an assembling machines i/o-pipes and adjacent, connecting pipes that the player can walk through (not tested for any entity). Reproduction 1) Set up any assembling machine requesting for input or output of fluids 2) Place pipes to connect to the i/o-p...