Search found 43 matches
- Tue Sep 20, 2016 4:03 am
- Forum: Ideas and Suggestions
- Topic: List of playstyle Challenges
- Replies: 15
- Views: 6145
List of playstyle Challenges
I love experimenting with different limitations or rulesets for Factorio. Like the "Lazy Bastard" acheivement for using a minimal number of pocket craftings. A lot of the possible rules are just self-imposed, not a mod or even acheivement, but they're fun. Bentham (youtube Let's Play super...
- Sun Sep 18, 2016 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Alien Civilizations
- Replies: 2
- Views: 1674
Re: Alien Civilizations
And only aliens have special organic assemblers that create items that you yourself cannot. If you're friendly, you can use the assembler in their town (but can't move it). Your "trade" may just be feeding in stuff to the alien assembler and getting new products out. Perhaps Alien Science ...
- Sat Sep 17, 2016 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Combat Roboports
- Replies: 5
- Views: 2161
Combat Roboports
Remote defense bases are fun to design, but inevitable damage to walls and turrets means they need repairs, not just restocking. Construction bots with repair packs are the solution, but the (expensive) bots are eaily destroyed! There are some clever guys thinking of ways of using accumulator drain ...
- Fri Sep 16, 2016 11:41 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 25864
Re: Friday Facts #156 - Massive Multiplayer
Indentifying griefers who delete lots of things might be easier if there was a way to query a player's # of objects built, # of objects deleted (built by self) and # of objects deleted (built by others). A delete-happy griefer would have a high number of other-peoples-objects deletions compared to t...
- Thu Sep 15, 2016 2:47 pm
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13224
Re: programmable buildings (assembler, furnaces, plants)
I bet the real problem with changing an assembler's recipe is dealing with the supply inserters holding products. Think of a gear assembler being fed iron from a mixed iron/copper belt by an inserter. The inserter is holding one piece of iron, ready to put it into the assembler when there's room. No...
- Wed Sep 14, 2016 2:34 am
- Forum: Ideas and Suggestions
- Topic: Science Assembers only on Biter Bases Challenge
- Replies: 1
- Views: 669
Science Assembers only on Biter Bases Challenge
After you've played a few games and launched dozens of rockets, it's interesting to set other goals or styles for yourself, often by using a mod like Bob's Mods. Bentham (MangledPork on Youtube) is running THREE Let's Plays with different self-imposed rules to see how each game evolves. One rule is ...
- Sun Aug 28, 2016 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Core-drill (mining)
- Replies: 2
- Views: 2972
Re: Core-drill (mining)
I like the idea of needing to support the drill.. more logistics to bring, say, bricks and lubricant to a drill to feed it. And logistics is fun! How about combining the "random ore" idea with discovery and exploration? Maybe after the drill has gone deep enough it will tell you the densit...
- Tue Aug 23, 2016 8:24 am
- Forum: General discussion
- Topic: Skyblock (minecraft)-like play
- Replies: 8
- Views: 6955
Re: Skyblock (minecraft)-like play
How about a mod that made you deal with another scarcity.. a scarce recipe. Perhaps blue science, for example, could not be built in your pocket or in an assember. Instead, there are rare 3x3 blocks scattered around the world (randomly, and ~1000 tiles apart) which are "natural assembers"....
- Mon Aug 22, 2016 11:35 pm
- Forum: Gameplay Help
- Topic: Unloading station - room for improvement
- Replies: 11
- Views: 6219
Re: Unloading station - room for improvement
Circuit condition on the inserters pulling from the train chest to your belt. Don't move iron onto the cycled belt when you have too much iron in your output buffer chests already. Once those output buffer chests fill, your cycled belt will jam, as you've found out.
- Mon Aug 22, 2016 11:27 pm
- Forum: News
- Topic: Friday Facts #152 - Team production challenge
- Replies: 46
- Views: 25590
Re: Friday Facts #152 - Team production challenge
A new factory recipe can can synthesize a "biter egg" from heavy oil and blue science. Once crafted, you can release it onto one of your competitor's world to start a wave of biters to disrupt their progress.
- Sat Aug 06, 2016 4:05 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39103
Re: Fluid Processing Poll for input sides
Bonus: if the input/output pipe flavors can be switched, it also means blueprint flipping (mirror imaging) is viable for fluid setups. Currently it's not since a mirror imaged blueprint puts the fluids on the wrong inputs since there is no other option.
- Sun Jul 31, 2016 12:17 am
- Forum: Implemented Suggestions
- Topic: Blueprint mirroring via shift-R
- Replies: 6
- Views: 2806
Re: Blueprint mirroring via shift-R
I think one of the main reasons why you can't flop blueprints is in the nature of some entities. EG, Oil refinery and chemical plants, their pipe locations would be in the wrong places, train station and lights wouldn't flip too well either. Then we should remove blueprint rotation too, since some ...
- Sun Jul 31, 2016 12:12 am
- Forum: Ideas and Suggestions
- Topic: Per-factory statistics
- Replies: 2
- Views: 1244
Per-factory statistics
I'd like to hover over a building and see how many items it's crafted over its lifetime. Bonus if it's also in the past 5 minutes, 1 hour, 10 hours. Rocket launches too! Useful for optimizing designs, since you can tell that a certain copper coil assembler is unnecessary since it's never used, or a ...
- Sun Jul 31, 2016 12:08 am
- Forum: Ideas and Suggestions
- Topic: Mine while holding blueprint
- Replies: 4
- Views: 2224
Mine while holding blueprint
If you're holding an item like a factory and there's a tree or structure in the way, you can right click (while still holding the factory) and if you're close enough you'll mine/chop/collect the offending obstacle. This is very convenient. I would like the same behavior when I'm holding a blueprint....
- Sat Jul 30, 2016 11:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10,11] Crash loading save file on Linux
- Replies: 9
- Views: 3316
Re: [0.13.10,11] Crash loading save file on Linux
Good news! Seems (sorta) fixed in 0.13.13! I say "sorta" because if I load the save, it now succeeds and the game starts great, but if I save the game again (even immediately) the new save won't load.. it just hangs and I have to force quit Factorio. BUT I found this does not happen if mod...
- Fri Jul 29, 2016 6:56 am
- Forum: Ideas and Suggestions
- Topic: Tesla Coil highest tier powerpole
- Replies: 2
- Views: 1472
Re: Tesla Coil highest tier powerpole
I like this idea! Especially because in the mid-to-late game power distribution is not difficult with plentiful substations, leaving a cluttered mess. The brilliance of this suggestion is making the power poles DANGEROUS to the player. A real negative.. and gives an interesting tradeoff. That shock ...
- Fri Jul 29, 2016 5:07 am
- Forum: Ideas and Suggestions
- Topic: Marker for Drills w/ No Resources
- Replies: 5
- Views: 3036
Re: Marker for Drills w/ No Resources
I agree with mattj.. auto-deconstruct flagging when exhausted (like the mod) would be nice in vanilla. Mostly for late-late game when you're going through the grinding part of maintaining dozens of fields to keep your megafactory supplied. Make it a researchable feature. (I'm always in favor of addi...
- Fri Jul 29, 2016 4:31 am
- Forum: Ideas and Suggestions
- Topic: View Zoom Research
- Replies: 1
- Views: 841
View Zoom Research
In late game, often you're dealing with HUGE blueprints which are often larger than the screen. Awesome Factorio has no problem with this. But because they're so large, often the edges are offscreen even at maximum zoom out, and you don't even know where you're placing it anymore, especially if rail...
- Thu Jul 28, 2016 1:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10,11] Crash loading save file on Linux
- Replies: 9
- Views: 3316
Re: [0.13.10,11] Crash loading save file on Linux
I ruled out a corrupted .zip savefile, since I have three _autosaveX.zip files from the same game which all also do not load.
That logfile of the crash when loading one of those is attached here, it looks pretty similar to the TIMEWASTER.zip crash logfile.
That logfile of the crash when loading one of those is attached here, it looks pretty similar to the TIMEWASTER.zip crash logfile.
- Wed Jul 27, 2016 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10,11] Crash loading save file on Linux
- Replies: 9
- Views: 3316
Re: [0.13.10,11] Crash loading save file on Linux
I downloaded 0.13.11 on Max OSX and tried loading the same save file. Again, crash on load with very similar assert() failures.
Log file from the Mac attached.
Log file from the Mac attached.