Search found 200 matches
- Tue Sep 06, 2016 7:47 pm
- Forum: General discussion
- Topic: Lazy bastard mining speed
- Replies: 11
- Views: 5826
Re: Lazy bastard mining speed
Shouldn't need to mine manually other than 1 piece of coal to start up the drill. The early game in lazy bastard needs some patience. Set up the mining drill on coal, to use the furnace as its output chest. Mine one piece of coal, and use that to start up the drill. Once it has mined a few pieces, p...
- Sun Aug 21, 2016 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12164
Re: Train Exit Side
Well i was thinking about to write the same as ssilk, but everyone can play like he/she want and it's not about me to decide about that. Just for completeness - this picture shows the rails and the trains with their needed space. With this, it would be more realistic, if the boundingbox of the Fact...
- Sun Aug 21, 2016 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Reactors multi block structures
- Replies: 5
- Views: 2997
Re: Reactors multi block structures
The ability to build massive or tiny reactors would be amazing. Though I am not sure how easy it would be to design a modular sprite without limiting the reactors to specific sizes and then having the inputs/outputs defined by the placement of the blocks, not actually effecting the look of the buil...
- Mon Aug 15, 2016 8:00 pm
- Forum: General discussion
- Topic: What to do when the starting area runs dry?
- Replies: 14
- Views: 7033
Re: What to do when the starting area runs dry?
I push back the biters at regular intervals to keep them from attacking my main base, and put up self-defending outposts to aid in this goal by securing a perimeter so that the biters can't bite. In the process of doing so I'll usually locate multiple resource deposits of each type, and build defens...
- Mon Aug 15, 2016 2:15 pm
- Forum: Implemented Suggestions
- Topic: Barrels "Fluid handling" - ver. 0.13.0+
- Replies: 12
- Views: 4955
Re: Barrels "Fluid handling" - ver. 0.13.0+
2) Another suggestion regarding this subject is possibility to reduce Storage tank capacity as it have place with all types of chests. Storage tank at the moment have 2500 units, and we have no option to decrase this number. Don't understand this need. And it belongs more to balancing. I don't feel...
- Mon Aug 15, 2016 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Tide Generators
- Replies: 4
- Views: 1771
Re: Tide Generators
All forms of hydroelectric power seem to rely on moving water to work.
To date I have not observed any natural occurrence of moving water. All of the water masses available in-game appear to have the properties of lakes regardless of size, and do not exhibit flow or tidal functionality of any kind.
To date I have not observed any natural occurrence of moving water. All of the water masses available in-game appear to have the properties of lakes regardless of size, and do not exhibit flow or tidal functionality of any kind.
- Mon Aug 15, 2016 1:03 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear power: use thorium instead of uranium
- Replies: 13
- Views: 6842
Re: [0.14] Nuclear power: use thorium instead of uranium
1. Thorium isn't fissile, it requires a breeder reactor to use which is more complicated to construct. You would also need to create some neutron source start the reactor which either requires a neutron generator with all the complexity that brings or enriched uranium. Half life is a thing though, ...
- Tue Aug 09, 2016 2:38 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 29166
Re: [0.13] Get train content as signal from train stop
If it had been fixed this thread would probably be moved to implemented suggestions.
It's probably a safe bet that it hasn't yet been done. Haven't played the latest experimental just yet to check for it, can someone else confirm?
It's probably a safe bet that it hasn't yet been done. Haven't played the latest experimental just yet to check for it, can someone else confirm?
- Tue Aug 09, 2016 2:36 pm
- Forum: General discussion
- Topic: An assembling machine for every item
- Replies: 11
- Views: 6494
Re: An assembling machine for every item
Like people have said, lazy bastard achievement basically requires this. You are only allowed 111 handcrafts from start to rocket launch. I was able to complete it a few weeks ago with only 100 handcrafts. Pretty much once you get a couple of assembler 2, every single piece is made by the factory it...
- Sat Aug 06, 2016 9:05 pm
- Forum: General discussion
- Topic: It's too bad that the robots can't work outside the game....
- Replies: 6
- Views: 2690
Re: It's too bad that the robots can't work outside the game....
The main thing holding back real life construction bots and a lot of future technology is terrible battery capacity. If battery life were to double tomorrow, we'd have industrial drones I think. Probably not. Our computers still aren't quite smart enough. Though we have had pick and place bots for ...
- Sat Aug 06, 2016 2:24 am
- Forum: Ideas and Suggestions
- Topic: Train GOTO condition
- Replies: 18
- Views: 9801
Re: Train GOTO condition
Yes please.
Conditional jump in train orders is something that I made regular use of in OpenTTD that is simply not available yet in Factorio.
Conditional jump in train orders is something that I made regular use of in OpenTTD that is simply not available yet in Factorio.
- Fri Aug 05, 2016 11:50 pm
- Forum: Ideas and Suggestions
- Topic: A unique take on a windmill/turbine
- Replies: 5
- Views: 2244
Re: A unique take on a windmill/turbine
I like the idea of wind power, but I think we can do better than a fixed output at a cost. The game implements a day/night cycle already. Perhaps we could tap into this in-game time to generate a random number every few hours. The resulting number is then averaged over time to create a wind speed va...
- Thu Aug 04, 2016 4:19 pm
- Forum: General discussion
- Topic: What kind of restrictions on Achievements will there be?
- Replies: 11
- Views: 6028
Re: What kind of restrictions on Achievements will there be?
Additional question, will it be possible to get achievments on multiplayer? As long as there is no mods, or console use of course. Yea, they work on MP. They work too well on multiplayer. Nevermind cheating to get what you want. Just go on a well established multiplayer server. Instantly unlock all...
- Thu Aug 04, 2016 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Give mods an option to not disable achievements
- Replies: 11
- Views: 5780
Re: Give mods an option to not disable achievements
Would it be possible to provide a data field on the modding interface that allows the mod maker to specify if they feel their mod should disable achievements? Hm. Like so this is really easy to hack. Somewhat intentionally, because the definition of cheating varies with each player. The achievement...
- Thu Aug 04, 2016 4:06 pm
- Forum: Implemented Suggestions
- Topic: Save and load blueprints from hard drive.
- Replies: 11
- Views: 8271
Re: Save and load blueprints from hard drive.
This is possible and I think Kovarex mentioned this anywhere. That would enable to categorize mods in - no change to the game (new graphics, sound...) - just some kind of helper mod - new items, more or less big changes - change of the game as it is Made a new thread to develop that idea further wi...
- Thu Aug 04, 2016 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Turrets produce a circuit network signal
- Replies: 36
- Views: 11528
Re: Connect turrets to circuit network
Now (0.13) that most items can be connected to the circuit network, I think it would make sense to be able to retrieve the amount of ammo of a gun turret via circuit network Possible uses for this could be : For signaling purposes: adding a red light next to a turret to show if it has low ammo Dete...
- Thu Aug 04, 2016 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Give mods an option to not disable achievements
- Replies: 11
- Views: 5780
Give mods an option to not disable achievements
I got the idea from a discussion about adding blueprint import/export capacity to the game. Currently blueprint export is implemented in mods, but if you use mods you cannot get achievements. Many people are now playing strictly vanilla for achievement hunting purposes, and matters that would normal...
- Thu Aug 04, 2016 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Increase trigger point for inserting into machines
- Replies: 23
- Views: 6196
Re: Increase assembler input buffer for stack inserters
I'd much prefer a configurable cache size. That way early in game I can tell things to only load enough material for the next object to be made, while later in game my high volume production stands can run with full stack buffers in them to make sure they never stop. This ^^ I wanted to make it a s...
- Wed Aug 03, 2016 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39154
Re: Fluid Processing Poll for input sides
It'd make sense to me if I could mirror the input and output layout. Right now it is very difficult to get any kind of compactness around the oil refineries due to the piping layout necessary and the tendency of the pipes to stick together. In fact the only layout I know of to be even remotely effec...
- Tue Aug 02, 2016 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 33659
Re: Remove or Miniaturize Circuit Networks
I suggest a new forum thread is opened just to discuss blackboxing of circuits. Just because name of this one is evil, as the thread itself has become evil too :) As for my personal opinion for blackboxing - I'm for it. But it should still put some challenge on placing combinators (black-boxes) and...