Search found 125 matches

by Slayn25
Fri Nov 18, 2016 10:06 am
Forum: Ideas and Suggestions
Topic: Maintenance Required
Replies: 17
Views: 3959

Re: Maintenance Required

The summery of things requiring maintenance: Things decay or break, so you have to fix them. This is a pain in the backside. So you build a roboport with construction robots to automatically maintain things for you. The decay is now a non-issue and might as well not exist. If a maintenance system c...
by Slayn25
Thu Nov 17, 2016 9:47 am
Forum: Ideas and Suggestions
Topic: Maintenance Required
Replies: 17
Views: 3959

Re: Maintenance Required

aka13 wrote:This has beed discussed several time, each time with the same result :D
Use search, you will find pages worth of angry discussion about maintenance
Whoops. My bad.
by Slayn25
Wed Nov 16, 2016 11:26 pm
Forum: Ideas and Suggestions
Topic: Maintenance Required
Replies: 17
Views: 3959

Maintenance Required

The concept here is that much of what you build would require maintenance to continue to perform efficiently. Maintenance is performed by construction bots & sometimes requires materials. Example- Express Belt: (Lube + Iron Gear Wheels) 1. After x number of entities pass across belt, belt requir...
by Slayn25
Wed Nov 09, 2016 9:54 pm
Forum: Implemented Suggestions
Topic: Filters on (De)construction Planner
Replies: 4
Views: 6712

Re: Filters on (De)construction Planner

Any thoughts from the devs on implementing this in vanilla or is it better left to mods?
by Slayn25
Wed Nov 09, 2016 9:14 pm
Forum: Frequently Suggested / Link Collections
Topic: Use of Monitors (Dualscreen..., more than 60 FPS ...)
Replies: 19
Views: 25545

Re: Use of Monitors (Dualscreen..., more than 60 FPS ...)

Terukio wrote:I am 100% for each of the suggestions mentioned here. I understand that the UPS cannot (or not easily) be changed but would love multi-monitor support!!!
+1
by Slayn25
Fri Oct 14, 2016 10:35 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115477

Re: Friday Facts #160 - Playtesting

I am all for early game robots, especially for clearing forests.

Maybe have mk1 construction robots (slow & land based) unlocked at electronics or automation 2 plus you could start the game with one of them next to a crashed ship w/ a couple of salvageable modules or something.
by Slayn25
Fri Oct 07, 2016 8:58 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104813

Re: Friday Facts #159 - Research revolution

ooooo I like this FF. Good ideas.
by Slayn25
Fri Aug 26, 2016 5:36 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 44881

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Great job Factorio team! You guys are awesome.
by Slayn25
Sat Jul 02, 2016 10:33 pm
Forum: Duplicates
Topic: Lost Power Armor - Possible Bug
Replies: 1
Views: 653

Lost Power Armor - Possible Bug

I'm not certain if this is a bug or my mistake. I somehow lost my 2nd power armor (set up for construction, not used in combat). It was unfortunately after ~1 hour of play when I noticed it was missing from my inventory. I checked everywhere I had been in that time as well as all the storage chests ...
by Slayn25
Thu Jun 23, 2016 10:28 pm
Forum: Balancing
Topic: pollution regarding stone brick/concrete
Replies: 4
Views: 2978

pollution regarding stone brick/concrete

If I understand correctly putting down stone brick or concrete actually reduces the amount of pollution that is absorbed by the land which leads to further pollution spread. Shouldn't this be the other way around? I mean yeah dirt/grass will absorb more than concrete but if your factory pollution is...
by Slayn25
Wed Jun 22, 2016 5:19 pm
Forum: Ideas and Suggestions
Topic: Smart Assemblers
Replies: 13
Views: 5071

Re: Smart Assemblers

I had an idea for a smart assembler but didn't think it was post worthy and it was kind of complicated. However since you have a similar idea I'll share it. Perhaps a logistics assembler would be a more fitting name for what I was thinking. Logistics priority 1. Active Provider 2. Storage 3. Passive...
by Slayn25
Sat May 21, 2016 1:20 am
Forum: Ideas and Suggestions
Topic: curved belts need to be explicit, not automatic
Replies: 9
Views: 6056

Re: curved belts need to be explicit, not automatic

I know it's annoying at first but usually it just takes 1 extra belt to fix issues like that. Not sure if it's intentional or not though as it's just a simple logistic problem to solve in a game about solving logistics problems. If it did end up getting changed then I would want something like keep ...
by Slayn25
Fri May 20, 2016 5:37 pm
Forum: Ideas and Suggestions
Topic: Replace all logistic (and smart) chest with a single chest
Replies: 21
Views: 7677

Re: Replace all logistic (and smart) chest with a single chest

If mode is not specified by one of the above methods: 1. If a chest has one inserter taking from it then by default it is set to requester mode 2. If a chest has one inserter feeding into it then by default it is set to passive provider mode (must be changed manually to active if desired) 3. If a c...
by Slayn25
Fri May 20, 2016 7:19 am
Forum: Ideas and Suggestions
Topic: Replace all logistic (and smart) chest with a single chest
Replies: 21
Views: 7677

Re: Replace all logistic (and smart) chest with a single chest

I still think it would be a good idea because it takes up less inventory space plus you wouldn't have to worry about having an excess of one type and a shortage of another. If an extra step for setup is a problem then I offer the following suggestions: 1. Logistics mode is saved in blueprints 2. Whi...
by Slayn25
Wed May 18, 2016 10:53 pm
Forum: Ideas and Suggestions
Topic: Replace all logistic (and smart) chest with a single chest
Replies: 21
Views: 7677

Re: Replace all logistic (and smart) chest with a single chest

Sorry to necro this thread but any updates on this or thoughts from the developers? I see in 0.13 the Smart Chest will be removed (+1 from me), but what about combining the passive/active provider, requester, & storage chests into a single "logistics" chest?
by Slayn25
Wed May 18, 2016 9:06 pm
Forum: Implemented Suggestions
Topic: holding z should continually drop items
Replies: 32
Views: 9114

Re: holding z should continually drop items

Come to think of it, the same argument could be made for grabbing a number of items by holding "f". +1 towards continually pick up when f is held This is the case already. The difference is that Z will put the item down where your cursor is (but only once), F will pick up all the items ne...
by Slayn25
Wed May 18, 2016 12:53 am
Forum: Implemented Suggestions
Topic: holding z should continually drop items
Replies: 32
Views: 9114

Re: holding z should continually drop items

golfmiketango wrote:Maybe that will become a non-issue in 0.13?
It will. https://www.factorio.com/blog/post/fff-113

+1 towards continually pick up when f is held
by Slayn25
Tue May 17, 2016 1:09 am
Forum: Ideas and Suggestions
Topic: Feature request: Allow one-time orders from logistic network
Replies: 29
Views: 9849

Ordering items from logistics network

In addition to the current logistics slots system I suggest the ability to order items from your logistics network "one time only". Example: From build menu, ctrl+shift left click once on the roboport icon (1 roboport will be brought to you) ctrl+shift right click twice on the radar icon (...

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