Mining drills are module compatible since 0.7.0.
So implemented.
Search found 220 matches
- Wed Jun 03, 2015 3:34 pm
- Forum: Implemented Suggestions
- Topic: Advanced mining drill
- Replies: 8
- Views: 17365
- Wed Jun 03, 2015 12:08 pm
- Forum: Ideas and Suggestions
- Topic: cable controlled conveyor belts
- Replies: 4
- Views: 13796
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.
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.
- Wed Jun 03, 2015 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Garage loader/unloader, parking lot
- Replies: 9
- Views: 5959
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.
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.
- Tue Jun 02, 2015 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Garage loader/unloader, parking lot
- Replies: 9
- Views: 5959
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:
- Tue Jun 02, 2015 10:30 am
- Forum: Ideas and Suggestions
- Topic: Combat robots in roboports
- Replies: 4
- Views: 2350
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...
- Tue Jun 02, 2015 10:06 am
- Forum: Outdated/Not implemented
- Topic: FENCESSSS
- Replies: 6
- Views: 9582
Re: FENCESSSS
I think not, because we have walls instead.psorek wrote:Implemented.
Moved to the "not implemented".
- Mon Jun 01, 2015 11:33 pm
- Forum: Outdated/Not implemented
- Topic: Wooden mast and cable connecting
- Replies: 5
- Views: 8844
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.
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.
- Mon Jun 01, 2015 11:23 pm
- Forum: Implemented Suggestions
- Topic: Decimal stack sizes
- Replies: 13
- Views: 20527
Re: Decimal stack sizes
"all your decimal base are belong to us"
Implemented in 0.10.0
Implemented in 0.10.0
- Mon Jun 01, 2015 11:13 pm
- Forum: Outdated/Not implemented
- Topic: [SUGGEST] Garage: repair car
- Replies: 11
- Views: 16122
Re: [SUGGEST] Garage: repair car
Outdated
Now the construction robots can repair vehicles so idea of the garage is no longer needed.
Now the construction robots can repair vehicles so idea of the garage is no longer needed.
- Mon Jun 01, 2015 11:04 pm
- Forum: Outdated/Not implemented
- Topic: Building Damage
- Replies: 9
- Views: 14520
Re: Building Damage
Outdated
The buildings can be now easily repaired by the construction bots.
The buildings can be now easily repaired by the construction bots.
- Mon Jun 01, 2015 10:51 pm
- Forum: Implemented Suggestions
- Topic: New Branch: Chemicals
- Replies: 13
- Views: 14892
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.
Implemented in 0.9.0
EDIT:
Merged two topics about almost the same suggestion.
- Mon Jun 01, 2015 10:38 pm
- Forum: Implemented Suggestions
- Topic: Minefield
- Replies: 18
- Views: 15528
Re: Minefield
Necromancy
Implemented in 0.8.6
Implemented in 0.8.6
- Mon Jun 01, 2015 10:33 pm
- Forum: Outdated/Not implemented
- Topic: Joinner
- Replies: 4
- Views: 7490
Re: Joinner
Splitter has the "joiner" functionality, so new item won't be implemented.
- Mon Jun 01, 2015 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Custom Signs
- Replies: 4
- Views: 3117
Re: Custom Signs
I think it's a very good idea for a mod, for a vanilla game - I don't think so.
- Mon Jun 01, 2015 3:52 pm
- Forum: Implemented Suggestions
- Topic: Connect train stops to circuit networks
- Replies: 21
- Views: 39808
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...
- Mon Jun 01, 2015 12:17 pm
- Forum: Outdated/Not implemented
- Topic: Pistons
- Replies: 16
- Views: 15689
Re: Pistons
Necromancy
Won't implement. People said why it's a bad idea.
To control amount of fluids will come the combinator stuff.
Won't implement. People said why it's a bad idea.
To control amount of fluids will come the combinator stuff.
- Mon Jun 01, 2015 12:13 pm
- Forum: Outdated/Not implemented
- Topic: Circuit network suggestions
- Replies: 5
- Views: 9898
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.
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.
- Mon Jun 01, 2015 12:01 pm
- Forum: Implemented Suggestions
- Topic: Combat robots
- Replies: 3
- Views: 5195
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
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
- Mon Jun 01, 2015 11:51 am
- Forum: This Forum
- Topic: [Done] Increase attachment size for posts
- Replies: 5
- Views: 10343
Re: [Suggestion] Increase attachment size for posts
Necromancy
It's implemented, but i think it should be moved to the "This Forum" subforum.
It's implemented, but i think it should be moved to the "This Forum" subforum.
- Mon Jun 01, 2015 11:47 am
- Forum: Implemented Suggestions
- Topic: bigger power poles
- Replies: 13
- Views: 15341
Re: bigger power poles
Necromancy - continuation.
Implemented in 0.4.0
Implemented in 0.4.0