I just started my first bob's mods game and I noticed the feature I meant right away.
There are Iron pipes, Copper pipes, Stone pipes, Brass pipes etc. All of them look differently and its right the thing I wanted. Not sure if they interconnect though but it is not that much needed thing for me.
Search found 1068 matches
- Sun Mar 26, 2017 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Colored pipes
- Replies: 4
- Views: 2230
- Sun Mar 26, 2017 4:37 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17441
Re: Change UI paradigm from Toolbelt to Toolbar
I have stated multiple times. There is no need to invent a bicycle here. Toolbars are implemented in multiple games. There is no in-game value in toolbelt as it is. It only adds up a ton of confusion for new players as well as quite a mess for identifying the total amount of items you currently carr...
- Fri Mar 24, 2017 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Colored pipes
- Replies: 4
- Views: 2230
Colored pipes
With a known complexity for visual identification of pipes I would think of creating a colored versions of pipes. Different pipes would not only be easily distinguishable but would also NOT interconnect. Maybe second pipe type would not only be visually different but would be capable of having more ...
- Fri Mar 24, 2017 9:20 am
- Forum: Balancing
- Topic: Smaler Robot Stacksize
- Replies: 8
- Views: 3100
Re: Smaler Robot Stacksize
I see no need to decrease robot stack size. However the main culprit while using robots is their charging. I do like the idea of robots docking roboports while idling and the huge amount of roboports becomes an issue when you need high throughput. That is why roboport charging stations are a brillia...
- Fri Mar 24, 2017 9:00 am
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7873
Re: Factorio Design Issues
Biter-wise all I need is artillery. It is the only thing that is currently missing from the game that can't be automated forcing you to go out and fight. With artillery the base could keep biter nests far enough from its walls to prevent the need of too many active defense systems along the whole pe...
- Fri Mar 24, 2017 8:52 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41169
Re: Roboports should output missing materials to circuit network
The feature is really nice.
So for roboport circuit network output two checkboxes could be added:
1. Account unsatisfied construction requests
2. Account unsatisfied logistic requests
By unsatisfied I mean that there are no bots currently in progress of carrying the item to its destination.
So for roboport circuit network output two checkboxes could be added:
1. Account unsatisfied construction requests
2. Account unsatisfied logistic requests
By unsatisfied I mean that there are no bots currently in progress of carrying the item to its destination.
- Fri Mar 24, 2017 8:39 am
- Forum: This Forum
- Topic: Devtracker
- Replies: 8
- Views: 4034
Re: Devtracker
I think he wants to do a post search for the entire "Factorio Staff" group. This is not supported by our forum software, so you would need a custom script to do it. This The goal is to find all posts made by Factorio Staff group and read them all in full in one place, while being able to ...
- Thu Mar 23, 2017 10:37 am
- Forum: General discussion
- Topic: Train bandwidth Questions
- Replies: 34
- Views: 14701
Re: Train bandwidth Questions
But such long trains meet another issue - acceleration/breaking speed. MadZuri was doing an experiment which clearly stated that actual bandwidth depends really much on that. So to be effective your train has to be LCCL max to LCCCCL (already slow enough) and LLCCCCLL to LLCCCCCCLL which works even ...
- Thu Mar 23, 2017 8:53 am
- Forum: This Forum
- Topic: Devtracker
- Replies: 8
- Views: 4034
Devtracker
How about implementing this popular feature? It is there in multiple game forums and I find it really useful! WTB one for Factorio!
- Tue Mar 21, 2017 10:09 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 10341
Re: [SERVER] Protection vs Griefer
If player actions had no consequenses it would make sense to implement undo algorithms. But in Factorio every player action has major consequences and should be modeled step-by-step for every game tick since it happened. And it makes no sense to revert actions of only one of all the players as it wo...
- Tue Mar 21, 2017 7:18 am
- Forum: Gameplay Help
- Topic: loading a waggon properly?
- Replies: 3
- Views: 1555
Re: loading a waggon properly?
You can do it by logistic slots in the logistic chest and then moving all of its contents into the train. Be aware that you should not be offloading items into the train while they are delivered by bots if you want the exact amount. Also when you start loading a train you should replace requester ch...
- Sun Mar 19, 2017 8:05 am
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 42665
Re: Friday Facts #182 - Optimizations, always more optimizations
Single sided, double sided, a big train, a small one, loop-based or no loops makes no difference in the games performance. They're all the same. I have no idea where people get these ideas from but they're all false. If you have a loop at every intersection it should multiply available paths expone...
- Thu Mar 16, 2017 9:27 am
- Forum: Implemented Suggestions
- Topic: Walking on Belts (New Power Armor module)
- Replies: 20
- Views: 11371
Re: Walking on Belts (New Power Armor module)
Yeah, the SPIDERTRON suit with 8 to 10 legs, allowing you to move over the factory without collision and not effected by belts
- Thu Mar 16, 2017 9:21 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19315
Re: propulsion power of bidirectional trains
May I point (again) to the basic thought of why I think this distinction is good: If you have a map of about 1000 tiles size, the bidirectional trains is a very good idea: They save you a lot of space, it is much easier to handle them. But if you go above that size, let's say your map is 5000x5000,...
- Thu Mar 16, 2017 9:15 am
- Forum: General discussion
- Topic: how do YOU manage barrels of oil?
- Replies: 66
- Views: 27521
Re: how do YOU manage barrels of oil?
I prefer sharing wagon slots to oil/barrels 50/50 by setting slot filters. Then at the outpost I do make 3 chests for empty barrels and 3 chests for oil per wagon + an assembler. You will need to use filter inserters to make this work. This design is universal and does not depend on train configurat...
- Wed Mar 15, 2017 11:51 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19315
Re: propulsion power of bidirectional trains
I agree. However, I think it would be better to add an option "restrict train to forward movement" or "allow train to reverse" instead of requiring a second locomotive. Making a 2-way train symmetric is a good thing. It is good for visual identification and its good for station ...
- Wed Mar 15, 2017 9:03 am
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3979
Re: Remove the reverse gear from player-driven trains.
Trains don't reverse in auto mode as it is and disabling it would just complicate stuff even worse.
The manual mode is for fixing stuff. And in Factorio you are able to fix anything and it should feel comfortable doing so.
The manual mode is for fixing stuff. And in Factorio you are able to fix anything and it should feel comfortable doing so.
- Wed Mar 15, 2017 8:55 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19315
Re: propulsion power of bidirectional trains
Don't you agree that, in the demonstration video, it is very ugly to have to place two locomotives right next to each other, just to imitate a bidirectional locomotive? I think it is good to have the ability to control the way your train acts. As pointed in RoRo vs Terminus thread both behaviours h...
- Sun Mar 12, 2017 9:10 pm
- Forum: Ideas and Suggestions
- Topic: In-ground electric
- Replies: 11
- Views: 4340
Re: In-ground electric
I like the idea about electrical floor tiles as it would enable precision in powering/unpowering entities via power switches which can't be done currently. As for consuming CPU power - it would not require any CPU for running your factory (per-tick) but will consume it only if the change is made. Ho...
- Sun Mar 12, 2017 8:58 pm
- Forum: Implemented Suggestions
- Topic: Rename the diesel locomotive to burner locomotive.
- Replies: 19
- Views: 6921
Re: Rename the diesel locomotive to burner locomotive.
Be it "Burner locomotive" or just "Locomotive" the change should definitely be made as "Diesel" is certainly confusing especially when you are going to have universal barreling for oil products such as Gas which will confuse people even more.