Search found 208 matches
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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
This right here is a big part of why I respect you guys as Devs.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.
- 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...
- 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.
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.
- 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?
- 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...
- 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...
- 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...
- 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.
- 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["...
- 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...
- Wed Mar 11, 2015 11:31 pm
- Forum: General discussion
- Topic: More music?
- Replies: 7
- Views: 6456
Re: More music?
So much of Klepacki's work is a good fit for this game. : )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
- 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...