Search found 435 matches
- Thu Jun 12, 2014 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Turrets on Walls & Modular Turrets.
- Replies: 10
- Views: 3673
Re: Turrets on Walls & Modular Turrets.
What would be the advantage of wall mounted turrets over regular turrets? People would still cover them with walls like they do with regular turrets to protect them.
- Thu Jun 12, 2014 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Sorting Quickbutton / Overriding Autosort
- Replies: 10
- Views: 4299
Re: Sorting Quickbutton / Overriding Autosort
You may already be aware of this, but you can switch autosort on and off in the options menu. It's not a hotkey to switch it on demand, but if you don't mind your inventory cluttered, you could leave it off permanently.
- Thu Jun 12, 2014 5:06 pm
- Forum: Balancing
- Topic: Is fuel too strong
- Replies: 12
- Views: 17089
Re: Is fuel too strong
I'm completely in support of making the accumulators lose a certain amount of the energy put in. That would both make powering your buildings preferable to storing energy in accumulators (making steam engines more useful in late game) and limit the total number of accumulators that is viable to buil...
- Thu Jun 12, 2014 4:46 pm
- Forum: General discussion
- Topic: Self sustaining Solar Plant
- Replies: 20
- Views: 10924
Re: Self sustaining Solar Plant
Both accumulators and solar panels are a bit too powerful and cheap, I think. Like tralala said, the best decision is to switch to solars once you get the necessary infrastructure. The only real disadvantage is the amount of space it takes, but that's not really an issue because they don't produce a...
- Thu Jun 12, 2014 4:23 pm
- Forum: Balancing
- Topic: Radar scanning (and re-scanning) speed
- Replies: 35
- Views: 27238
Re: Radar scanning (and re-scanning) speed
The main use of radars is currently to see what's happening at your remote outposts when you are far away. The scanning and re-scanning functions are still useful, though they take a bit more time. The fastest way to explore is still to drive a car around, but often you have more important things to...
- Thu Jun 12, 2014 3:06 pm
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 12110
Re: Bigger more dynamic mods with less memory
It depends. Entity systems can be optimized to be nearly as fast as inheritance systems at the cost of making them somewhat unintuitive to use. Factorio is way too far in development to actually use them, since pretty much everything would have to be rewritten from scratch, including the entire enti...
- Thu Jun 12, 2014 2:42 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 17988
Re: 2^x vs y*10^x
Not sure if it helps or hurts the arguement, but I do daily things in base 2... like chewing food... "Oh no, I forgot how to calculate the chewing position of my mouth, how am I going to eat now?" "Simple, just repeatedly set the position of your mouth to the inverse bit of what it c...
- Thu Jun 12, 2014 5:45 am
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 17988
Re: 2^x vs y*10^x
It's kinda pointless to argue that a computer does calculations in base 2 when this thread is about calculations done by humans. :P Your computer won't care if stacks are base 2 or base 10. People, on the other hand, are the fastest in base 10 since it's the most commonly used system for counting, m...
- Tue Jun 10, 2014 7:51 pm
- Forum: General discussion
- Topic: Worst start ever.
- Replies: 11
- Views: 6659
Re: Worst start ever.
Hey, the game gave you a tree. Why don't you build a raft and sail to the shore?
- Tue Jun 10, 2014 10:46 am
- Forum: Not a bug
- Topic: [0.10.0] Can't smelt recipes with multiple ingredients
- Replies: 9
- Views: 17935
Re: [0.10.0] Can't smelt recipes with multiple ingredients
Rahjital: No, that wouldn't work. Imagine you wanna smelt iron-copper alloy. So you build your smelter, you build your belts and inserter... And one of them arrive sooner. And BAM, instead of iron-copper alloy you had smelted pure iron. Of course this would happen if you used a regular smelting rec...
- Tue Jun 10, 2014 10:09 am
- Forum: Not a bug
- Topic: [0.10.0] Can't smelt recipes with multiple ingredients
- Replies: 9
- Views: 17935
Re: [0.10.0] Can't smelt recipes with multiple ingredients
Ah, that does indeed make sense. However, the auto-choosing of recipe was the entire reason why I choose the smelter type instead of the assembling-machine type. I know it probably won't make it's way to vanilla Factorio, but it would be useful for mods that do alloy smelting. The trouble with the c...
- Tue Jun 10, 2014 4:54 am
- Forum: Not a bug
- Topic: [0.10.0] Can't smelt recipes with multiple ingredients
- Replies: 9
- Views: 17935
Re: [0.10.0] Can't smelt recipes with multiple ingredients
I have no idea if it's intentional or not since I haven't seen the codebase, but being suddenly unable to even insert the ingredients if the recipe needs more than one sounds like a bug to me.
- Mon Jun 09, 2014 8:59 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 17988
Re: 2^x vs y*10^x
Well, considering that everyone in the modern society is required to know base 10 system but the same cannot be said about base 2, it' safe to say he's speaking for the majority here. :) What everyone should do is play the game for another week or two with the new stack system before trying to rate....
- Mon Jun 09, 2014 8:42 pm
- Forum: Not a bug
- Topic: [0.10.0] Can't smelt recipes with multiple ingredients
- Replies: 9
- Views: 17935
[0.10.0] Can't smelt recipes with multiple ingredients
Creating a smelting recipe with more than one ingredient and trying to smelt it in a furnace with source_inventory_size greater than 1 does not work - trying to put the ingredient materials into the furnace makes the game say that the material cannot be smelted. Here's a download link to a simple mo...
- Mon Jun 09, 2014 7:13 pm
- Forum: Implemented mod requests
- Topic: Add liquids to pipe connectable
- Replies: 4
- Views: 3957
Re: Add liquids to pipe connectable
There are quite a few changes required in the entire liquid and item handling, including things like allowing burners to use liquids and so on. That's likely to take some time, though. The proposed setLiquid method or a read/write liquid property for PipeConnectable would be much quicker to implemen...
- Mon Jun 09, 2014 7:06 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 91194
Re: [beta] Wagons: Electric Trains and Logicistics Carriages
I just want to see the oil wagons. :D I already grew completely dependent on the logistic trains to resupply my defensive outposts and gas stations, and with a tank wagons I could finally separate rafineries from production areas. I don't want to bug the devs too much about including the liquid inte...
- Mon Jun 09, 2014 6:44 pm
- Forum: General discussion
- Topic: 0.10.0 crashes more?
- Replies: 4
- Views: 1501
Re: 0.10.0 crashes more?
It always takes a few weeks to fix a new release. All we can do now is be patient.
- Mon Jun 09, 2014 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Turrets with ammo stop firing at biters
- Replies: 14
- Views: 7548
Re: [0.10.0] Turrets with ammo stop firing at biters
It seems to affect all kinds of turrets, including worms. I have just merrily made circles around an enemy base in my car until I accidentally crashed into one of the nests, at which point the worms finally woke up and buried me under a ton of acid.
- Mon Jun 09, 2014 6:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Consumptionmodifier Lua property does nothing
- Replies: 2
- Views: 715
[0.10.0] Consumptionmodifier Lua property does nothing
The title pretty much says it all, the consumptionmodifier property that can be modified for cars in Lua does not actually raise consumption or have any other noticeable effect. The other two properties for cars that can be modified ( frictionmodifier and accelerationperenergymodifier ) seem to work...
- Sat Jun 07, 2014 10:05 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 48504
Re: Friday Facts #37
To change the topic a bit, could we please please pleeease get either a setliquid method or a read/write liquid property for PipeConnectable in the scripting API? Ability to manipulate liquids would open a lot of wonderful possibilities for modding.