Search found 125 matches
- Fri May 05, 2017 11:31 pm
- Forum: Balancing
- Topic: Atomic Bomb Recipe
- Replies: 2
- Views: 1616
Atomic Bomb Recipe
Current Recipe: 20 Processing Units + 10 Explosives + 30 Uranium-235 Proposed Change: 1 Explosive Rocket + 30 Uranium-235 Reasoning: -Atomic bombs (in factorio) are fired from the rocket launcher so it makes sense that a rocket would be part of the recipe. Either rocket would make sense to me. -As f...
- Fri May 05, 2017 6:27 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 317437
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Yeah despite the optimizations in 0.15 my UPS has really dipped, I'm guessing due to not being able to use this mod. (More biters nearby base).
- Fri May 05, 2017 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6463
Re: Canceling crafting when inventory is full spills items
That doesn't make sense. :) And is just quite simple to avoid by the player. If you're going to spill items due to canceling crafting you'd be prevented. At this point, you can wait for your items to craft, or you could free up inventory space and then cancel. Yes, it's simple to avoid but so is cr...
- Fri May 05, 2017 6:09 pm
- Forum: This Forum
- Topic: Adding a "Realism" subforum under "Factorio Direction"
- Replies: 7
- Views: 2767
Re: Adding a "Realism" subforum under "Factorio Direction"
I think it doesn't make much sense, cause Factorio is not a simulation, it's main target is about the simulation of the logistics and to have fun with that. Games do unrealistic things to have fun, and not to be physically (or whatever) correct. I think for example to the liquid system: It's just n...
- Fri May 05, 2017 12:20 am
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6202
Re: [MOD 0.12.33+] Sane Concrete
Now if only there was a mod to make rail use stone bricks instead of raw stone I could remove raw stone from my main bus and give stone bricks a proper furnace line.
- Fri May 05, 2017 12:05 am
- Forum: Balancing
- Topic: Increase the Underground Pipe gap from 9 to 10 tiles
- Replies: 16
- Views: 5879
Re: Increase the Underground Pipe length from 9 to 10 tiles
10 tile gap instead of 9 would also be convenient for 4 belt 2 gap main bus designs
- Thu May 04, 2017 11:40 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 95928
Re: [MOD 0.14] Satellite Uplink Station 1.0.6
If you are looking for ideas in regards to adapting your space mods to 0.15 I had an idea for a supercheese space suite Rocket Inventory Items 1. Probe - Launch into space to receive Space Science. Requires Satellite Uplink Station. 2. Satellite - Launch (1 time) into space to gain omni zoom-to-map ...
- Thu May 04, 2017 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Satellite required to build stuff in the zoom-to-map view
- Replies: 9
- Views: 3479
Re: Satellite required to build stuff in the zoom-to-map view
I wouldn't call it OP. If you created a logistics network that has access to the materials you need where you want to build something than I think you should be rewarded for it. Not to mention once your base gets huge it's very nice to be able to fix a small problem remotely than to have to travel t...
- Thu May 04, 2017 8:55 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 21
- Views: 10096
Re: wanted: keyboard shortcut to toggle train manual/automatic
Tab would work for both because you aren't using weapons while in a train.steinio wrote:Tab is for switching weapons, Q has already 25 functions in this game.
Honk (viewtopic.php?f=92&t=21623) uses key J for that.
Greetings, steinio.
- Thu May 04, 2017 8:51 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6463
Re: Canceling crafting when inventory is full spills items
A way to expedite a new craft order would also be convenient.
- Thu May 04, 2017 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Concrete and resources
- Replies: 29
- Views: 8104
Re: Concrete and resources
+1 So long as finding covered resources is possible with a map filter.
- Thu May 04, 2017 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Robots should stick to roboport supply lines
- Replies: 8
- Views: 2302
Re: Robots should stick to roboport supply lines
+1 A while ago I envisioned what it would be like if there was a physical connection between linked roboports. The idea was that linked roboports (probably only those linked at 90 degree angles) would have cables between them that bots would travel on. While on the cables, bots would travel faster &...
- Thu May 04, 2017 7:16 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 21
- Views: 10096
Re: wanted: keyboard shortcut to toggle train manual/automatic
+1
Recommend Tab or Q by default.
Recommend Tab or Q by default.
- Thu May 04, 2017 7:15 pm
- Forum: Implemented Suggestions
- Topic: Indicate techs with unavailable science packs
- Replies: 7
- Views: 2939
Re: Indicate techs with unavailable science packs
I'd even like to have explicit research to unlock research packs. Right now, if I aim for a specific research (let's say logistic network), I see the needed science packs, but I don't know what researches unlock these science packs (like you had to guess, back in 0.14, that science pack was unlocke...
- Thu May 04, 2017 7:12 pm
- Forum: This Forum
- Topic: Adding a "Realism" subforum under "Factorio Direction"
- Replies: 7
- Views: 2767
Re: Adding a "Realism" subforum under "Factorio Direction"
I'm in support of this.
- Thu May 04, 2017 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Replace satelite with return capsule in rocket
- Replies: 6
- Views: 1763
Re: Replace satelite with return capsule in rocket
I'm fine with the concept of space science being data beamed back to the surface rather than a physical entity that requires transportation back to the surface. Two alternatives come to mind: 1) Space science is deposited straight into science labs 2) Add a satellite uplink building that outputs the...
- Thu May 04, 2017 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6463
Canceling crafting when inventory is full spills items
From 0.15 Release Notes -Crafting is now paused when the results can't be given to the player instead of spilling them on the ground. Could we get the same treatment when canceling crafting? Perhaps instead of spilling items onto ground you get an "unable to cancel crafting: no room in inventor...
- Tue Feb 28, 2017 9:37 pm
- Forum: Ideas and Suggestions
- Topic: Improving Car Driving Experience (Steering)
- Replies: 11
- Views: 5368
Re: Improving Car Driving Experience (Steering)
Try the vehicle snap mod. It's a big qol improvement imo
- Wed Jan 11, 2017 1:53 am
- Forum: Ideas and Suggestions
- Topic: Convert Resources via Nuclear Transmutation
- Replies: 0
- Views: 649
Convert Resources via Nuclear Transmutation
With nuclear power coming in 0.15 this seems like a good time to explore the idea of adding late game infrastructure for converting resources. (In my limited understanding) nuclear transmutation requires both a lot of energy as well as either a nuclear fission/fusion reaction. I have 200k stone in s...
- Tue Jan 10, 2017 1:55 am
- Forum: Technical Help
- Topic: Friend can't connect to me even tho ports are forwarded
- Replies: 2
- Views: 1167
Re: Friend can't connect to me even tho ports are forwarded
I had trouble connecting via steam or by direct IP so I created a public game and put a password on it which my friend was able to find.