Search found 208 matches
- Sat Apr 09, 2016 6:15 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73770
Re: Friday Facts #133 - The train struggle
Hmm, it brings me to think why don't normal inserters have this function for stack size bonus. I think it comes down to looks, in large part. Ideally, I'd want to see something like a gantry mounted inserter or bridge crane , as those two items seem like they'd be visually suited to picking up a wh...
- Sat Apr 09, 2016 4:33 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73770
Re: Friday Facts #133 - The train struggle
As someone who was concerned about the loader, I can say without reservation that I fully support this new inserter type. It meshes well with the current build system (which it obvious would) and no matter how it works in the specific, I imagine advanced users will find that uses for other inserter ...
- Thu Apr 07, 2016 7:40 am
- Forum: Ideas and Suggestions
- Topic: Teleporting (Ringworld-Teleporters)
- Replies: 38
- Views: 17804
Re: Teleporting (Ringworld-Teleporters)
As much as I like the Ringworld reference, I must disagree with this idea: It's not that fast transport isn't useful or possible to balance, it's just that the teleporting specifically doesn't really mesh with Factorio. It's a bit too far future, as opposed to Factorio's diesel-future aesthetic. Lik...
- Sun Apr 03, 2016 1:01 am
- Forum: Ideas and Suggestions
- Topic: S train track
- Replies: 8
- Views: 3881
Re: S train track
This probably won't be needed, as they're reworking rails and railway in 0.13 to only use straight rails, but with a sort of pathfinding algorithm, so that you click and hold on the point you want the track from, and then drag it to the point you want it to end, as far as I understand it. Anyhow th...
- Fri Mar 25, 2016 7:12 am
- Forum: Ideas and Suggestions
- Topic: Researchable item placement range increase for players
- Replies: 3
- Views: 1538
Re: Researchable item placement range increase for players
Isn't this accomplished by portable roboports and shift clicking?
- Fri Mar 25, 2016 3:10 am
- Forum: Balancing
- Topic: Pump-jacks make way too much pollution
- Replies: 20
- Views: 9031
Re: Pump-jacks make way too much pollution
I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content o...
- Thu Mar 24, 2016 11:15 pm
- Forum: Balancing
- Topic: Pump-jacks make way too much pollution
- Replies: 20
- Views: 9031
Re: Pump-jacks make way too much pollution
I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content or...
- Thu Mar 24, 2016 10:58 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 33321
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
Alright, I haven't seen any ways to make this work, so I'll detail the best way I can think of to make belts use energy... and why I still don't think it's a good idea. --------------------- A large portion of the problem with belts drawing power is that if the belts themselves draw power, then it's...
- Tue Mar 22, 2016 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 31
- Views: 10979
Re: Large poles should automatically connect Red&Green wires
You place a power pole, then another next to it, and get a free wire between the 2 poles. Press Shift(I think, might be control) and left click, the wire is removed, it consumes a copper wire to put it back. Same with coloured wires, it consumes a coloured wire to wire it up, but you get nothing ba...
- Tue Mar 22, 2016 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 31
- Views: 10979
Re: Large poles should automatically connect Red&Green wires
I may point also to https://forums.factorio.com/viewtopic.php?f=6&t=14465 Make colored wire "free" (which makes sense, cause there is nearly no game-value added to produce wires) Indeed. In fact, IIRC, Wires are free when using a blueprint and robots. This is just a logical extension ...
- Mon Mar 21, 2016 6:37 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 33321
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
My opinion is "Can you make it interesteing." MeduSalem brought up, with the idea of "expert mode": In a game like Factorio I'd quite like to see difficulty modes affecting not just health and damage but also things like recipes. Imagine if, at higher difficulty levels, steel was...
- Mon Mar 21, 2016 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 31
- Views: 10979
Re: Large poles should automatically connect Red&Green wires
This is a simple quality of life improvement for long distance circuit network connections. When placing large electric poles, they should automatically connect red and green wires to other large electric poles, and ONLY to other large poles. I think this is a fair trade to allow players to run wir...
- Mon Mar 21, 2016 2:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 70606
Re: Yet another green cells build :)
I also dislike the long handed inserter sometimes... especially in combination with green circuits. They are just too slow to deal with the input/output. Either they are slowing the Iron ore input or the Circuit output. That's why I favor layouts similar to this one: OcLNt2b.jpg That one is a bit o...
- Mon Mar 21, 2016 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 31
- Views: 10979
Large poles should automatically connect Red&Green wires
This is a simple quality of life improvement for long distance circuit network connections. When placing large electric poles, they should automatically connect red and green wires to other large electric poles, and ONLY to other large poles. I think this is a fair trade to allow players to run wire...
- Mon Mar 21, 2016 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 33667
Re: Remove or Miniaturize Circuit Networks
To expand on Twinsen's note: One of the most useful parts of the circuit network is that it allows you to throttle or stop production once a certain goal is met. Even today there's good use for it, as it allows you to have limited storage for oil products without complicated setups. That turns these...
- Mon Mar 21, 2016 9:56 am
- Forum: Balancing
- Topic: Research requirements should include needed items
- Replies: 12
- Views: 3934
Re: Research requirements should include needed items
It's worth considering with advanced circuits that the tech to unlock them is "advanced electronics" which, like all the "electronics" line of techs, is a gateway technology that leads to many more technologies. Requiring plastics for that would mean that all the research it lead...
- Sun Mar 20, 2016 1:01 pm
- Forum: General discussion
- Topic: Strangest save names
- Replies: 12
- Views: 5226
Re: Strangest save names
Let's see. There's "Distrubutism", a map where I tried to set everything far apart and link everything together via trains. There was a map that was "Oh dear" saved after a bug warped the terrain tileset. (reloading fixed it.) And "Factory5Revisit" (Would have been &quo...
- Sun Mar 20, 2016 1:31 am
- Forum: Implemented Suggestions
- Topic: Showing icons of science pack on technology
- Replies: 14
- Views: 5624
Re: Showing icons of science pack on technology
This does look interesting. I'll show it to Albert and see what he thinks. Nice :) Glad you like this idea ! Not a new idea, I've had it posted in my subforum before, but it is a very good idea non the less. Oh, I'm sorry, I didn't found it ! I really tried to look for, but... haven't found ^^"...
- Sat Mar 19, 2016 2:45 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 150099
Re: RTS direction
I've been mulling over the RTS side of Factorio for a while and here's the conclusions I've made so far. 1: The logistics equipping and maintaining a fighting force, be it mobile or stationary, should be just as important as the combat itself. This fairly simple in concept; Tanks need fuel, lasers n...
- Fri Mar 18, 2016 10:09 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12189
Re: Gun turrets working without eletricity
20kW is an incredibly small price to pay per turret (the specific value is up for debate though), and chances are you'll already have power poles in place for the inserters that put ammo in the turrets. So why introduce it then? I mean, it won't really make turret creep much harder (only a bit) and...