Search found 208 matches
- Tue Aug 12, 2014 5:45 am
- Forum: General discussion
- Topic: Starved via Throughput
- Replies: 10
- Views: 5699
Re: Starved via Throughput
I've been in your place a few times and I have some tips on keeping your factory running even when low on supplies. Firstly, when it comes to using belts I've evolved into using a four tile wide main feed for iron and copper. At any point I need metal plates I'll siphon off the outer lines with spli...
- Mon Aug 11, 2014 3:54 am
- Forum: Ideas and Suggestions
- Topic: Comprehensive overview of how artillery could be implemented
- Replies: 4
- Views: 4286
Re: Comprehensive overview of how artillery could be impleme
Honestly, this implementation of Artillery sounds like an RTS style superweapon. It could be an interesting part of the dynamic in the conflict with Biters once there is a dynamic. And setting up and defending a thing like this from swarms so you can soften up an otherwise unassailable nest could be...
- Mon Aug 11, 2014 1:21 am
- Forum: Ideas and Requests For Mods
- Topic: Automated Deconstruction.
- Replies: 3
- Views: 3500
Re: Automated Deconstruction.
Sure, why not?ssilk wrote:I think something like regular check if a miner is depleted, a belt/pole is used could be done as mod. Should I move this to mod-requests?
- Mon Aug 11, 2014 1:18 am
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 7585
Re: Make trees more visible in map
Oh god yes.
- Sun Aug 10, 2014 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Outpost logistics
- Replies: 25
- Views: 19223
Re: Outpost logistics
A few ideas for speeding up the process: [*]A rail track-laying machine that automatically clears trees and builds track along a path you designate. I imagine ghost rail extending off a real rail where you click once at the start, once at each waypoint and twice at the end (or something like that)....
- Sun Aug 10, 2014 4:34 am
- Forum: Ideas and Requests For Mods
- Topic: Automated Deconstruction.
- Replies: 3
- Views: 3500
Automated Deconstruction.
So this has been kind of touched on in the outpost logistics thread but I wanted to expand on it. I'd like to have a means, or several, of automatically sending deconstruction requests under certain circumstances. While a versatile and involved method that could deconstruct whole outposts would be o...
- Sun Aug 10, 2014 4:16 am
- Forum: Ideas and Suggestions
- Topic: Thoughts about circuit network (while I'm just on it)
- Replies: 36
- Views: 19371
Re: Thoughts about circuit network (while I'm just on it)
Alright, I'm having some problems understanding this so I'd like to propose a usage scenario to see if I can wrap my head around it that way. Let's say I've set up four large scale iron mines: Mine Plazmataz, Mine Ferrocity, Mine Anti-Anemia, and Mine Thievery. So let's say I set it up so that when ...
- Sun Aug 10, 2014 1:15 am
- Forum: Ideas and Suggestions
- Topic: New Biomes And New Kinds Of Playing ( use of tanks , roads )
- Replies: 2
- Views: 1591
Re: New Biomes And New Kinds Of Playing ( use of tanks , roa
Worth chiming in here: From my experiences with the Better than Wolves Minecraft mod, If you want players to tidy up, even a very minor advantage from roads and paths (like a ten percent speed boost) would be enough to get players to build roads everywhere. As long as the boost is perceptible enough...
- Sat Aug 09, 2014 7:00 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13779
Re: Brownout icon
So to liven things up and provide an alternate option, here's a thought in that vein: how well do you think an alert of the same style as building damage/destruction, turrets targeting enemies, and insufficient construction robots/supplies, would work? Say if it occured each time any given network's...
- Thu Aug 07, 2014 3:33 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39400
Re: Early Power.
Hi, It has often bugged me that water pumps don't use power. I know why, because how else do you get power early on? as such, I have thought of some alternatives. One is a manual water pump (pumps when you stand near it? or click and hold on it?). Not very useful outside of this one use however. An...
- Wed Aug 06, 2014 8:08 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 132339
Re: Attacking biters with turrets makes all weapons pointles
Have to say, out of all these options I like the anti turret worm best: It feels like something that would work via naturally making turrets a less optimal choice without being being gamey or heavy handed. As far as I can tell, all you'd need is decent damage, long range, and a projectile that eithe...
- Sun Aug 03, 2014 1:30 am
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 14990
Re: Connecting two chest for ignoring a request
:| we still don't have a clear description of what the problem is. And by that I mean an example with the fewest parts/steps. Rereading the OP again I'm pretty sure Josh LIttle is saying he wants to be able to organize his logistics network such that robots can carry an item to a specific chest and...
- Sat Aug 02, 2014 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Connecting two chest for ignoring a request
- Replies: 39
- Views: 14990
Re: Connecting two chest for ignoring a request
Okay my brain isn't working quite right at the moment but I think I'm starting to concieve of what might help the OP here. For the situation in the images on page one, how well would a "Passive Requester chest" work? That being a chest which requests from active provider chests and passive...
- Tue Jul 08, 2014 7:52 pm
- Forum: Balancing
- Topic: Balancing of Existing Weapons
- Replies: 20
- Views: 21545
Re: Balancing of Existing Weapons
Honestly, the more I think about it, the more I feel that the core problem with weapons in factorio has less to do with the weapons themselves and more to do with the lack of diversity in enemies. With our current setup we have two types of enemies with three strengths each. Worms, of all types, are...
- Thu Jul 03, 2014 7:27 pm
- Forum: Balancing
- Topic: Balancing of Existing Weapons
- Replies: 20
- Views: 21545
Re: Balancing of Existing Weapons
I don't think I agree with you on landmines. I find them to be quite powerful, and more efficient against large swarms, but also very expensive and require a powerful industry to set up. The key is having roboports and blueprints to set them up and maintain them. They also won't harm objects you can...
- Thu Jul 03, 2014 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12188
Re: Scribbling around on the map
Speaking as someone who plays D&D over the internet once a week, I can confirm that, yeah, this is some extremely useful functionality. Of the functions that translate to a game where it's multiple players and not just players and a GM, "Pings" are the single most widely used, and usef...
- Fri Jun 27, 2014 3:25 pm
- Forum: News
- Topic: Friday Facts #40
- Replies: 73
- Views: 46386
Re: Friday Facts #40
If those are eyes, thats got to be the second most acute case of googly eyes I've ever seen.vmetal wrote:Are those the char eyes in the first pic or he uses one of those round goggles all the time?
- Tue Jun 24, 2014 2:43 am
- Forum: General discussion
- Topic: [Lore] So what's going on inside research labs anyways?
- Replies: 5
- Views: 2656
Re: [Lore] So what's going on inside research labs anyways?
Thoughts: I've problems to understand, what you wanted to say. :) No problem, the two of you end up saying nearly the same thing: you describe how the lack of a previous industry requires adaption of schematics (due to lack of "high-tech" stuff), and how research tries to circumvent this ...
- Mon Jun 23, 2014 7:39 am
- Forum: General discussion
- Topic: [Lore] So what's going on inside research labs anyways?
- Replies: 5
- Views: 2656
[Lore] So what's going on inside research labs anyways?
So one of the oddities that struck me with factorio is that even though it's set in the future and you're colonizing a new world, you're still researching basic concepts. Here's my attempt to make that make sense. Most of what research labs do isn't actually research. Instead they're specialized ass...
- Sun Jun 22, 2014 7:18 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 61097
Re: Supression of the size shift of electric furnaces
Wait, People move the ore belts when switching to electric furnaces?... but seriously. Caveat: This is spoken by someone who considers anticipating how a factory is going to expand a large part of the game. If you want to switch to electric furnaces later in the game, it is better to build your burn...