Search found 163 matches
- Sat Jun 03, 2017 6:47 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39412
Re: Poll: Offshore Pump Should Need Energy
I'm just going to say that I like the idea of the offshore pump becoming just an inlet that serves as a perpetually-full storage tank, and which requires a pump on land to draw on its contents (I think this was mentioned a few pages back). Initially, this pump can be a burner one, which you might wa...
- Fri Jun 02, 2017 6:19 am
- Forum: Ideas and Suggestions
- Topic: Allow speaker instrument to be set based on circuit signal
- Replies: 4
- Views: 1484
Re: Allow speaker instrument to be set based on circuit signal
Oh, this is a subset of a thread I started just recently: https://forums.factorio.com/viewtopic.php?f=6&t=49110 Mine is a little more general in that it asks for both volume and instruments to be able to be set via circuit signals. Lots and lots of pieces use volume changes, which makes finding ...
- Fri Jun 02, 2017 4:49 am
- Forum: Ideas and Suggestions
- Topic: More-Programmable Speaker
- Replies: 8
- Views: 2405
More-Programmable Speaker
This one's easy to sum up in a sentence: Allow the instrument and volume of the programmable speaker to be set via the circuit network as well as the pitch. Both would be great for making music with it. Right now, if you want to be able to change instrument and volume, you need a rather large mess o...
- Mon May 29, 2017 3:04 am
- Forum: Ideas and Suggestions
- Topic: Organize technologies by columns, based on needed science
- Replies: 3
- Views: 1504
Re: Organize technologies by columns, based on needed science
Sounds like a nice option to have. I can see the appeal. Could make finding some technologies easier. Then again, like the current system, it could also make it harder. Having a number of options for how to sort the technologies list would be useful.
- Mon May 29, 2017 2:57 am
- Forum: Ideas and Suggestions
- Topic: Raw resources in sandbox mode + cheat mode
- Replies: 3
- Views: 3978
Re: Raw resources in sandbox mode + cheat mode
I'd settle for the ability to build blueprints in Sandbox mode without needing to first build a roboport, bots, and a heap of whatever the blueprint needs.
- Sat May 27, 2017 2:42 am
- Forum: Implemented Suggestions
- Topic: Pollution generated by fuels
- Replies: 4
- Views: 2587
Re: Pollution generated by fuels
Benefits: Trains and burner inserters now generate pollution. Okay, that's something I didn't know. Seems like quite the oversight to me. I'm all for this. The pollution trade-off for different fuel types could be quite the boon to players trying to do eco-friendly games, and for modders trying to ...
- Tue May 23, 2017 3:39 am
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 13818
Re: Balance Barreling + Fluid Transport
250 seems like a good size for a barrel. I've seen a fairly large real-life barrel which I was told had a volume of around 250 litres. If we're going to rebalance a cargo wagon full of barrels versus a fluid wagon, I'm in favour of either reducing the stack size for barrels or increasing the wagon's...
- Sun May 21, 2017 4:28 am
- Forum: Balancing
- Topic: rocket science stack size
- Replies: 9
- Views: 4753
Re: rocket science stack size
But in all seriousness, I personally think of it as readings from the satellite doing deep-space telemetry or something. Its more electronic data than a physical object. Which is why I think it would better be handled as a satellite uplink station for getting the data back and either automatically ...
- Sun May 21, 2017 4:01 am
- Forum: Ideas and Suggestions
- Topic: Save mod settings even when disabled
- Replies: 8
- Views: 2502
Re: Save mod settings even when disabled
One way you could do it would be to have a "MyMod_0.1.0.cfg" file containing the mod's configuration which sits alongside "MyMod_0.1.0.zip" in the game's mods directory and is created automatically by the game the first time you change that mod's settings from the defaults. That...
- Fri May 19, 2017 1:45 am
- Forum: Ideas and Suggestions
- Topic: Save mod settings even when disabled
- Replies: 8
- Views: 2502
Re: Save mod settings even when disabled
One way you could do it would be to have a "MyMod_0.1.0.cfg" file containing the mod's configuration which sits alongside "MyMod_0.1.0.zip" in the game's mods directory and is created automatically by the game the first time you change that mod's settings from the defaults.
- Thu May 18, 2017 5:51 am
- Forum: Ideas and Suggestions
- Topic: Defended Wagon or Trains
- Replies: 18
- Views: 7365
Re: Defended Wagon or Trains
Related thread: viewtopic.php?f=6&t=46631
- Thu May 18, 2017 2:09 am
- Forum: Ideas and Suggestions
- Topic: Furnaces + internal buffering
- Replies: 9
- Views: 3033
Re: Furnaces + internal buffering
Personally I'm want logic circuit connection for furnaces/assemblers for controlling inner buffer size. With default furnaces buffer size equal stack and assemblers buffer size equal one item. Why stop at the circuit network? Just copy the Stack Size Override feature we got with the inserters in v0...
- Thu May 18, 2017 1:11 am
- Forum: Balancing
- Topic: Boilers are too cheap now
- Replies: 7
- Views: 2533
Re: Boilers are too cheap now
I think even with my proposed quadrupling, it won't cause any damage. The Achievement thing simply needs to be adjusted to take into account that instead of having to craft 1 Stone Furnace and 3 Pipes, 4 items, to make 1 Boiler, it's not 4 Stone Furnaces and 12 Pipes, 16 items, to make 1 Boiler. So...
- Wed May 17, 2017 11:09 am
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 16919
Re: portable solar panels
I think the portable solar panels are fine for modular armour. My usual setup for that is 9 panels, 2 batteries, nightvision, a shield and a roboport. Quite the jack-of-all-trades setup. I've even had the occasional game where I got all the way to launching the rocket with just that. When you move t...
- Wed May 17, 2017 6:09 am
- Forum: Ideas and Suggestions
- Topic: Extraction of ore
- Replies: 3
- Views: 982
Re: Extraction of ore
There are several ways to sort ore once mined. 1. Several designs involving belts and filter insterters. See the Factorio trailer for one example provided by the devs. 2. Logistics robots collecting from chests will sort the contents as part of their transport work. If you take this approach, be sur...
- Wed May 17, 2017 6:04 am
- Forum: Ideas and Suggestions
- Topic: Add weather to ruin lives
- Replies: 3
- Views: 2138
Re: Add weather to ruin lives
The game already includes clouds as a cosmetic thing. Making them actually affect your solar output as they pass over panels would seem a logical extension.
- Mon May 15, 2017 6:33 am
- Forum: Ideas and Suggestions
- Topic: Advanced Walls
- Replies: 5
- Views: 2179
Re: Advanced Walls
There's a mod called "Additional Turret" (I think) that adds a couple of new wall types, though they get unlocked with certain other technologies, rather than having dedicated research of their own. I never used any of them, and I don't remember what their properties were besides having an...
- Mon May 15, 2017 2:17 am
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25971
Re: Logistics net: Less research needed
a progression between personal logistics and bot-running your whole factory is good Another way you could handle it would be to invert that and make the chests come first and the character slots second. Would line up with how the personal versions of the roboport and solar panel come later than the...
- Sun May 14, 2017 9:14 am
- Forum: Ideas and Suggestions
- Topic: Make Day and Night Equal Length
- Replies: 14
- Views: 5836
Re: Make Day and Night Equal Length
If we get the option for configurable day/night length, why not do it in terms of latitude? Pick 80 degrees south and if you're playing in June, you get perpetual night, while in January, you get perpetual day, just like in Antarctica.
- Sat May 13, 2017 1:28 am
- Forum: Ideas and Suggestions
- Topic: Iron Stick... Just remove please
- Replies: 17
- Views: 6512
Re: Iron Stick... Just remove please
I'm in the more uses camp, and there are a few mods which give it more uses. The Bio Industries mod uses it in concrete and Klonan's KS Power mod uses it in construction of wind turbines. As for wood, yeah, it would be nice to see it get some more uses. Bio Industries has wooden fences and floors. I...