Search found 102 matches

by MisterSpock
Fri Jun 27, 2014 1:30 pm
Forum: Ideas and Suggestions
Topic: Challange mode
Replies: 4
Views: 1848

Re: Challange mode

sounds a bit like archivments. but only a bit.

U mean mission goals? i would suggest: finishing free goals results in getting stuff: a new armor or free alien artifacts or a tech.

I played prison architect, where the player can choose contracts.
by MisterSpock
Fri Jun 27, 2014 1:10 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130605

Re: [0.10.1] RoadWorks 1.04

How do a delete a placed floor?
by MisterSpock
Fri Jun 27, 2014 11:15 am
Forum: Show your Creations
Topic: Simple design for Science Packs 1 + 2
Replies: 7
Views: 7112

Re: Simple design for Science Packs 1 + 2

Talguy wrote:Bookmarked :D

Also, I'd like to see how blue science packs are integrated with this.
i tried this: http://postimg.org/image/905cj5gdr/

its huge but produce one science per sec
by MisterSpock
Fri Jun 27, 2014 10:55 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64218

Re: electric engines and train tiers

Ethribin wrote:
MisterSpock wrote:Modular trains would be fun too.
You mean like, that we could put the modules, that we put into assembly machines, into trains?

That does sound like an interesting idea^^
For example:

- Engine Upgrade
- Armor Upgrade
- Weapons
etc.


Lets make every vehicle modular!
by MisterSpock
Fri Jun 27, 2014 10:52 am
Forum: Show your Creations
Topic: My Orderly Chaos
Replies: 4
Views: 4291

Re: My Orderly Chaos

well done
by MisterSpock
Fri Jun 27, 2014 8:50 am
Forum: Show your Creations
Topic: SpockFactory
Replies: 6
Views: 5169

SpockFactory

After my first upload failed. Here it comes. http://s11.postimg.org/905cj5gdr/Factory1.jpg 1 Science per sec http://s27.postimg.org/e4f9hc49r/Factory2.jpg 1 Modul per min http://s27.postimg.org/w8ia1z1y7/Factory3.jpg Producivity http://s11.postimg.org/xjbze7a5r/Factory4.jpg Trains and Blubb http://s...
by MisterSpock
Thu Jun 26, 2014 3:34 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64218

Re: electric engines and train tiers

Modular trains would be fun too.
by MisterSpock
Thu Jun 26, 2014 9:02 am
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68718

Re: I made a calculator for all you OCD planners out there

Omg, i was calculating with paper and pen, for a while. :shock:
by MisterSpock
Tue Jun 24, 2014 7:50 pm
Forum: Balancing
Topic: Locomotive fuel usage
Replies: 14
Views: 21791

Re: Locomotive fuel usage

First of all, and wayyyyy more important than anything else, this is a game. It can use real life as a source of inspiration but is under no obligations to accurately match the real world. This is right, but there is no reason for not copy the drag behavior. Ok, there are much more important this. ...
by MisterSpock
Tue Jun 24, 2014 7:37 pm
Forum: Ideas and Suggestions
Topic: Large Bridge Cranes
Replies: 38
Views: 35495

Re: Large Bridge Cranes

sounds fun
by MisterSpock
Mon Jun 23, 2014 8:41 am
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 18270

Re: Adv. circuit - craftingTime rebalancing

I think 8s are appropriate. If you're mass building modules you need indeed lots of adv. circuits assembler - but I find that appropriate. There should be circumstances where a few assemblers aren't enough. As for build times, the most ridiculous are those for accus and solar panels with 0.5 s resp...
by MisterSpock
Sun Jun 22, 2014 9:05 am
Forum: Resolved Problems and Bugs
Topic: [0.10.1][kovarex] Error loading save
Replies: 39
Views: 17130

Re: [0.10.1] Error loading save

One solution:

Create a Savegame in 0.9.8 and it will work.

All Savegames from 0.9.8 are still working in 0.10.1
by MisterSpock
Sun Jun 22, 2014 8:54 am
Forum: General discussion
Topic: Speed and Productivity vs Efficiency Moduls
Replies: 2
Views: 3718

Speed and Productivity vs Efficiency Moduls

Lets say u want to optimise your solid fuel production. Im only converting light Oil into solid fuel and using advanced oil processing! So i do some Math on Paper: Option a) Tier3 Speed Moduls in Pumpjack + Tier3 Productivity in Reffinery and Chemical Plant Numbers are for one Pumpjack and optimal a...
by MisterSpock
Sat Jun 21, 2014 1:03 pm
Forum: Ideas and Suggestions
Topic: Modular Tank
Replies: 1
Views: 1142

Modular Tank

What about a Modular Tank? (analog power armor)

Possible enhancements:
- engine upgrades
- remote control (to control the tank remotely)
- shield
- repair modules
- weapons (long ranged, short ranged)
- radar

Your opinion?
by MisterSpock
Sat Jun 21, 2014 12:55 pm
Forum: Implemented Suggestions
Topic: Give Splitters a Seperation Mode
Replies: 6
Views: 4506

Re: Give Splitters a Seperation Mode

ssilk wrote:Beauty is in the eyes of the beholder:

https://forums.factorio.com/forum/vie ... =14&t=3657
Looks very good. I hope it will be implement into vanilla.
by MisterSpock
Fri Jun 20, 2014 7:23 am
Forum: Implemented Suggestions
Topic: Give Splitters a Seperation Mode
Replies: 6
Views: 4506

Give Splitters a Seperation Mode

At the moment splitting a two-sided belt into 2 one-sided belt is very ugly (see first GIF: http://imgur.com/a/GsxT9 ) So here is my suggestion: Make a seperation mode for splitter . Clicking on it opens UI. Like a smart inserter. - Easy to program - no new building required Give Splitters a Chance!
by MisterSpock
Thu Jun 19, 2014 8:52 am
Forum: Balancing
Topic: Possible balance issue: Electric energy / Effectivity
Replies: 18
Views: 18202

Re: Possible balance issue: Electric energy / Effectivity

Hi! The burner inserter has 180W of power - compared to the electric counterparts, this thing should be amazingly fast. A steel furnace can smelt double the amount using up the same amount of fuel - a really great upgrade, but shouldn't the used power per smelted unit be the same? I agree. Burner i...
by MisterSpock
Wed Jun 18, 2014 9:24 am
Forum: Resolved Problems and Bugs
Topic: Cant close OilRefinery GUI - Loading Savegame crashes
Replies: 2
Views: 885

Cant close OilRefinery GUI - Loading Savegame crashes

I wasnt able to close OilRefinery GUI. ESC or reclicking or running far away doesnt solve the problem.

Here is the Save after the bug appears:
http://www.mediafire.com/download/s68v4 ... /save1.zip

Reloading the save causes the game to crash.
by MisterSpock
Tue Jun 17, 2014 8:18 pm
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 18270

Re: Adv. circuit - craftingTime rebalancing

The reason why inserters are made quickly is because of gameplay, since many people will make a lot of inserters manually. That's why assemblers, pipes, transport belts, miners,... have a (unrealistic) short building time too. I guess the production time for electronic circuits could go up a little...
by MisterSpock
Tue Jun 17, 2014 4:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] poles placing crash
Replies: 6
Views: 1701

Re: [0.10.0] poles placing crash

Same Problem detected:

http://www.mediafire.com/view/ksw4a1xh9qrw4e9/bug.bmp

And i think i got the reason. While using autoplacefunction for electric poles it crashes, when you try to place the pole too far away. I was able to reproduce the bug.

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