Search found 208 matches

by The Phoenixian
Sun Aug 02, 2015 6:00 am
Forum: General discussion
Topic: Factorio achievements proposals
Replies: 31
Views: 28726

Re: Factorio achievements proposals

Bombs away! - Using a personal Roboport, destroy an enemy base or biter nest using landmines placed by construction robots That's what the chest bomb should have been called if it wouldn't have been fixed. :D No no that's Carpet bombing : It's like like an explosion, and then suddenly you have iron...
by The Phoenixian
Sat Aug 01, 2015 9:00 pm
Forum: General discussion
Topic: Factorio achievements proposals
Replies: 31
Views: 28726

Re: Factorio achievements proposals

Bombs away! - Using a personal Roboport, destroy an enemy base or biter nest using landmines placed by construction robots. Island hopping - Win a game on a map set to generate with the largest water bodies and high or very high terrain segmentation. Continental industrialist - Win a game with almo...
by The Phoenixian
Sat Aug 01, 2015 4:09 am
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40116

Re: Friday Facts #97 - Greenlight preparations

Speaking as someone who bought the game after watching the trailer, as someone who also considers that same trailer to capture the spirit of the game near perfectly, and as someone who's usual instinct is to change things as little as needed: I'd be wary of flat out repeating the old trailer with a ...
by The Phoenixian
Wed Jul 29, 2015 7:02 am
Forum: General discussion
Topic: What are your Factorio quirks?
Replies: 35
Views: 23712

Re: What are your Factorio quirks?

I'm sort of the opposite: Rather than producing general goods, the science facilities are the core of my base and I pipe off their excesses for the other needs of the factory. I'm very slow with upgrading and do it in stages: I'll go by hand until I have both red and green science automated, then di...
by The Phoenixian
Tue Jul 28, 2015 6:16 am
Forum: General discussion
Topic: End Belts
Replies: 8
Views: 10842

Re: End Belts

What I've been doing is putting a single belt-to-ground at the end, inserters will still take from it and place in it, but turning the belt is much simpler :) Well with a complex multi-belts setup, turning the belt is not always an option. This is a good alternative for those rare instances. It is ...
by The Phoenixian
Sat Jul 11, 2015 7:20 am
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 51683

Re: Friday Facts #92 - Personal roboport

Being on a train with your personal network is not automation compatible. If I want ultimate automation, I want the rail to lay itself to the coordinates I want it to get to. One solution would be a blueprint layer, and a roboport wagon. It's not the only solution possible, but I find it quite eleg...
by The Phoenixian
Sat Jul 11, 2015 6:29 am
Forum: News
Topic: Friday facts #94 - No 0.12 Release today
Replies: 116
Views: 69029

Re: Friday facts #94 - No 0.12 Release today

As far a T-shirts go? Something that characterizes Factorio. 1: A take on the old fish eating fish eating fish chain: http://thumb7.shutterstock.com/photos/display_pic_with_logo/268771/268771,1238489170,5.jpg A Laser turret, shooting a spitter, spitting at a gun turret, shooting a biter, chasing the...
by The Phoenixian
Sun Jun 28, 2015 9:57 am
Forum: General discussion
Topic: Discussing the (missing?) 4th type of transport!
Replies: 163
Views: 65309

Re: Discussing the (missing?) 4th type of transport!

Personally, I remain in favor of the old Ropeways idea https://forums.factorio.com/forum/vie ... f=6&t=7977. Having something quick to set up and tear down would be a godsend for the first couple expansions in the mid game or an early game with scattered resource deposits.
by The Phoenixian
Fri Jun 19, 2015 8:06 pm
Forum: News
Topic: Friday Facts #91 - Being the evil guy
Replies: 82
Views: 50028

Re: Friday Facts #91 - Being the evil guy

Don't get me wrong, 0.12 is still going to be the biggest release so far, but we really need to stay realistic and avoid over-ambiguous release plans.
This right here is a big part of why I respect you guys as Devs.
by The Phoenixian
Wed Jun 03, 2015 6:08 am
Forum: Ideas and Suggestions
Topic: A thought on water scarcity
Replies: 1
Views: 1546

A thought on water scarcity

Right now in Factorio, water is infinite. It cannot be depleted, polluted, or otherwise made unusable. For the most part, this is all well and good and makes sense within the context of Factorio's terrain system. But what if it didn't work that way? In the real world, Water, Energy, and Food are all...
by The Phoenixian
Sun May 17, 2015 3:47 pm
Forum: General discussion
Topic: An in-game IRC client?
Replies: 11
Views: 8429

Re: An in-game IRC client?

On the one hand yeah if you had dedicated servers for the game you might need 10-60 rooms but...Would you even need a dedicated IRC server?

I mean, I've played a Minecraft mod that did this and IMO it works pretty well if you can, and have to, pick your own IRC server and room.
by The Phoenixian
Sun May 17, 2015 2:11 pm
Forum: General discussion
Topic: 24k Alien Artifacts and a creepy observation
Replies: 22
Views: 14745

Re: 24k Alien Artifacts and a creepy observation

So who else's first thoughts on reading this topic turned to Suisei no Gargantia?

Image
by The Phoenixian
Sat May 16, 2015 4:07 pm
Forum: Ideas and Suggestions
Topic: Large Bridge Cranes
Replies: 38
Views: 35143

suggestionsummary

So this is an awesome idea that's been on my mind since I first saw it and now that we have a something similar to a "best of" subforum I'd like to like to see to it that this is added there. How does this look as a Suggestion summary? Userstory: As a player I want a new logistic system fo...
by The Phoenixian
Sun Mar 15, 2015 11:26 pm
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25056

Re: Free cables/wires (Poles contain all)

Wire tool would be also a good idea. But I don't like to the thought, that I need another inventory stack for that. Or 3 inventory stacks (one for the cable- and two for the wire-tools). Practically I don't see a big difference, if the wires are in the poles or coming from a tool, or falling from t...
by The Phoenixian
Sun Mar 15, 2015 10:10 am
Forum: Implemented Suggestions
Topic: Simple way to greatly improve trains
Replies: 11
Views: 5708

Re: Simple way to greatly improve trains

On each station on the train's options, have a selection between 3 options: -Wait time - as is right now -Wait till empty - waits till all the cargo in the train's cargo cars are unloaded and empty -Wait till full - waits till all the cargo in the train's cargo cars are loaded and full The wait til...
by The Phoenixian
Sun Mar 15, 2015 9:37 am
Forum: Ideas and Suggestions
Topic: 'Stations'
Replies: 5
Views: 3313

Re: 'Stations'

Although it is not quite the same as your suggestion, I believe the the large bridge cranes idea is made with the same spirit in mind.
by The Phoenixian
Thu Mar 12, 2015 10:44 am
Forum: Mods
Topic: Phoenixian's Hard Mode [0.3.0]
Replies: 3
Views: 5216

Re: Phoenixian's Hard Mode [0.2.0]

And lastly, the Spitter changes. print(data.raw["unit"]["medium-spitter"].attack_parameters.range) data.raw["unit"]["medium-spitter"].attack_parameters.range = 19 print(data.raw["unit"]["big-spitter"].attack_parameters.range) data.raw["...
by The Phoenixian
Thu Mar 12, 2015 10:11 am
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25056

Re: Free cables/wires (Poles contain all)

So I'm assuming that basically you're "Mini-requester" is something like the assembler GUI? Here's a thought: Make the wire tool a part of the electric grid screen; There's some free space up top for it and it makes sense in the context of all other intractable items. Furthermore, If coppe...
by The Phoenixian
Wed Mar 11, 2015 11:31 pm
Forum: General discussion
Topic: More music?
Replies: 7
Views: 6456

Re: More music?

Drury wrote:I can't answer your question, but I've been gathering some third-party music on youtube, why not give it a go?

http://www.youtube.com/playlist?list=PL ... cO908kZt3O
So much of Klepacki's work is a good fit for this game. : )
by The Phoenixian
Wed Mar 11, 2015 7:29 am
Forum: Mods
Topic: Phoenixian's Hard Mode [0.3.0]
Replies: 3
Views: 5216

Re: Phoenixian's Hard Mode [0.2.0]

Figured out what I did wrong with turrets. Gun turrets now have a the old range of laser turrets and vice versa. The code for those interested in using it for themselves is print(data.raw["ammo-turret"]["gun-turret"].attack_parameters.range) data.raw["ammo-turret"][&quo...

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