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by Cordylus
Wed Jun 03, 2015 3:34 pm
Forum: Implemented Suggestions
Topic: Advanced mining drill
Replies: 8
Views: 17132

Re: Advanced mining drill

Mining drills are module compatible since 0.7.0.

So implemented.
by Cordylus
Wed Jun 03, 2015 12:08 pm
Forum: Ideas and Suggestions
Topic: cable controlled conveyor belts
Replies: 4
Views: 13613

Re: cable controlled conveyor belts

Bump.

I think it's a great idea for the upcoming combinatory stuff. The logic of the stopping belt is already implemented and used while deconstructing.
by Cordylus
Wed Jun 03, 2015 12:00 pm
Forum: Ideas and Suggestions
Topic: Garage loader/unloader, parking lot
Replies: 9
Views: 5432

Re: Garage loader/unloader, parking lot

I don't think it would be very useful.
The problems with the exact parking can be easily resolved by the transport belts like in my station. Making special structures only for good look and maybe rotating cars it's a good idea for a mod, but not for the vanilla game.
by Cordylus
Tue Jun 02, 2015 6:46 pm
Forum: Ideas and Suggestions
Topic: Garage loader/unloader, parking lot
Replies: 9
Views: 5432

Re: Garage loader/unloader, parking lot

I don't have any problems with the parking on refueling stations, because it's my every refueling station:
by Cordylus
Tue Jun 02, 2015 10:30 am
Forum: Ideas and Suggestions
Topic: Combat robots in roboports
Replies: 4
Views: 2171

Combat robots in roboports

What do you think about idea of deploying combat robot capsules by the roboports? If enemy would enter the yellow range of roboport it uses the capsule stored inside. It would be VERY useful deep inside the base. It's very common that few biters break the wall and come inside the factory, where defe...
by Cordylus
Tue Jun 02, 2015 10:06 am
Forum: Outdated/Not implemented
Topic: FENCESSSS
Replies: 6
Views: 9330

Re: FENCESSSS

psorek wrote:Implemented.
I think not, because we have walls instead.

Moved to the "not implemented".
by Cordylus
Mon Jun 01, 2015 11:33 pm
Forum: Outdated/Not implemented
Topic: Wooden mast and cable connecting
Replies: 5
Views: 8573

Re: Wooden mast and cable connecting

Won't implement

This kind of poles would be very unuseful, and we have now big electric poles with the very small radius of power coverage if some wants to precisely connect machines to energy sources.
by Cordylus
Mon Jun 01, 2015 11:23 pm
Forum: Implemented Suggestions
Topic: Decimal stack sizes
Replies: 13
Views: 19969

Re: Decimal stack sizes

"all your decimal base are belong to us"

Implemented in 0.10.0
by Cordylus
Mon Jun 01, 2015 11:13 pm
Forum: Outdated/Not implemented
Topic: [SUGGEST] Garage: repair car
Replies: 11
Views: 15652

Re: [SUGGEST] Garage: repair car

Outdated

Now the construction robots can repair vehicles so idea of the garage is no longer needed.
by Cordylus
Mon Jun 01, 2015 11:04 pm
Forum: Outdated/Not implemented
Topic: Building Damage
Replies: 9
Views: 14028

Re: Building Damage

Outdated
The buildings can be now easily repaired by the construction bots.
by Cordylus
Mon Jun 01, 2015 10:51 pm
Forum: Implemented Suggestions
Topic: New Branch: Chemicals
Replies: 13
Views: 14521

Re: New Branch: Chemicals

As the Slpwnd said: it really gives a new dimension to the game.

Implemented in 0.9.0

EDIT:
Merged two topics about almost the same suggestion.
by Cordylus
Mon Jun 01, 2015 10:38 pm
Forum: Implemented Suggestions
Topic: Minefield
Replies: 18
Views: 14824

Re: Minefield

Necromancy

Implemented in 0.8.6
by Cordylus
Mon Jun 01, 2015 10:33 pm
Forum: Outdated/Not implemented
Topic: Joinner
Replies: 4
Views: 7214

Re: Joinner

Splitter has the "joiner" functionality, so new item won't be implemented.
by Cordylus
Mon Jun 01, 2015 7:16 pm
Forum: Ideas and Suggestions
Topic: Custom Signs
Replies: 4
Views: 2828

Re: Custom Signs

I think it's a very good idea for a mod, for a vanilla game - I don't think so.
by Cordylus
Mon Jun 01, 2015 3:52 pm
Forum: Implemented Suggestions
Topic: Connect train stops to circuit networks
Replies: 21
Views: 38178

Re: Connect train stops to circuit networks

Ready to implementation. https://www.factorio.com/blog/post/fff-88 The circuit network The combinators are new entities that connect to the Circuit Network. As a quick reminder, the circuit network is a network you create by connecting entities using red and green wires. The information on the netwo...
by Cordylus
Mon Jun 01, 2015 12:17 pm
Forum: Outdated/Not implemented
Topic: Pistons
Replies: 16
Views: 15031

Re: Pistons

Necromancy

Won't implement. People said why it's a bad idea.
To control amount of fluids will come the combinator stuff.
by Cordylus
Mon Jun 01, 2015 12:13 pm
Forum: Outdated/Not implemented
Topic: Circuit network suggestions
Replies: 5
Views: 9501

Re: Circuit network suggestions

Necromancy
It needs a little discussion right now.

Limiting size of the network would be a very bad idea when we will have combinators, but the wireless connection sounds interesting.
There will be problem to connect far outposts with the main factory by the current system of manual wiring.
by Cordylus
Mon Jun 01, 2015 12:01 pm
Forum: Implemented Suggestions
Topic: Combat robots
Replies: 3
Views: 5057

Re: Combat robots

Necromancy
That's funny: no one even respond to this suggestion - and it was implemented a half year later.

Distractors: 0.7.0
Defenders and destroyers: 0.7.1
by Cordylus
Mon Jun 01, 2015 11:51 am
Forum: This Forum
Topic: [Done] Increase attachment size for posts
Replies: 5
Views: 10077

Re: [Suggestion] Increase attachment size for posts

Necromancy
It's implemented, but i think it should be moved to the "This Forum" subforum.
by Cordylus
Mon Jun 01, 2015 11:47 am
Forum: Implemented Suggestions
Topic: bigger power poles
Replies: 13
Views: 14793

Re: bigger power poles

Necromancy - continuation.

Implemented in 0.4.0

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