Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
Search found 209 matches
- Sun Apr 23, 2017 10:19 am
- Forum: Ideas and Suggestions
- Topic: Turrets and Ammo Display
- Replies: 4
- Views: 1047
Re: Turrets and Ammo Display
Don't need an alert for running out of ammo. Your turret will simply be destroyed and you will know
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Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
- Wed Apr 19, 2017 8:20 am
- Forum: Ideas and Suggestions
- Topic: Don't path to train stop if its exit condition's already met
- Replies: 5
- Views: 1800
Re: Don't path to train stop if its exit condition's already met
How would this work with circuit network conditions?
- Mon Apr 17, 2017 12:30 am
- Forum: Ideas and Suggestions
- Topic: Better environment
- Replies: 4
- Views: 1110
Re: Better environment
I don't think water and tree animations would cost CPU time...
- Sat Apr 15, 2017 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Queuing orders (+shift in many RTS) and Ghost mode
- Replies: 12
- Views: 3016
Re: Queuing orders (+shift in many RTS) and Ghost mode
There's already a feature in the game that saves a lot of time by queuing actions: it's robots + blueprints, so I'm not sure why you keep saying there's no need to queue actions where a lot of players actually enjoy that feature already and it is considered a core part of the game. I just want a li...
- Sat Apr 15, 2017 2:27 am
- Forum: Ideas and Suggestions
- Topic: Queuing orders (+shift in many RTS) and Ghost mode
- Replies: 12
- Views: 3016
Re: Queuing orders (+shift in many RTS) and Ghost mode
The reason queuing orders in RTS is so popular it's because it saves so many clicks and time. Yeah, because in a traditional RTS you have many tasks to do in different places in a short amount of time. In Factorio there's no unlocked camera that can jump around, so there's no need for queuing actio...
- Fri Apr 14, 2017 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Make bots NEVER recharge (until they comlpete their task)
- Replies: 10
- Views: 2717
Re: Make bots NEVER recharge (until they comlpete their task)
This suggestion is terrible and unwarranted. There already is a significant penalty to long-distance bot usage. If I still want to use them for long-distance transport then let me. You have your play style and I have mine. All this would do is reduce the number of strategies and force others to play...
- Fri Apr 14, 2017 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Half automatic / half manual train driving
- Replies: 15
- Views: 5035
Re: Half automatic / half manual train driving
With 0.15 you can choose the train stop from map. When was this confirmed? It was listed as a potential feature under consideration. Other improvements There are other things we are considering. Just to be sure, this doesn't mean a promise or a plan, just an idea, that might or might be not impleme...
- Fri Apr 14, 2017 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Bigger landfill stacks
- Replies: 11
- Views: 3399
Re: Landfill's stacks are not big enough
Concrete is much more common in Factorio compared to landfill. Yet noone did complain about its stack size. People are used to have several supply trains filled with concrete and bring them around to construction sites. I think that given landfill resource cost 100 per stack is pretty much. If you ...
- Fri Apr 14, 2017 4:55 pm
- Forum: Ideas and Suggestions
- Topic: QoL for Land mines
- Replies: 8
- Views: 2785
Re: QoL for Land mines
You can just make a blueprint of a single mine and a wall and it will be nice and evenly spaced.
- Fri Apr 14, 2017 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Queuing orders (+shift in many RTS) and Ghost mode
- Replies: 12
- Views: 3016
Re: Queuing orders (+shift in many RTS) and Ghost mode
Nope. This is a bad suggestion. First of all Factorio isn't an RTS game like other RTS games. The reason you have shift-queuing in other RTS games is because you have many different units and this allows you to multi-task. In Factorio you only have one unit that the camera is always centered on. The...
- Fri Apr 14, 2017 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Better environment
- Replies: 4
- Views: 1110
Re: Better environment
Are you talking about just the shadows or all of the other things he suggested as well?ssilk wrote:As already said, it is not very likely to be done for several reasons. I think the best is that the graphics of entities includes in most cases the shadow.
It's one of the mysteries of Factorio.
- Fri Apr 14, 2017 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Pipe/Circuit network connections?
- Replies: 5
- Views: 2503
Re: Pipe/Circuit network connections?
This suggestion has nothing to do with the title of that topic. /smhssilk wrote:Added to viewtopic.php?f=80&t=41855 Heated Liquids / Warmed/Cooled Fluids (for Chemical Production Optimization ...)
- Fri Feb 10, 2017 3:42 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 36420
Re: Little Quirks
Thanks for your reply, based Rseding91. I can see the appeal of being able to mow down hordes of biters standing on the tracks without getting stuck. But I'm hoping you may still consider making it slightly more realistic and applying a very small force to the train on each impact and maybe buffing ...
- Wed Feb 08, 2017 8:37 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 36420
Re: Little Quirks
When a train busts through a gate at high speed it seems like it's not even affected by it. There isn't even a sound. I busted through 10 successive gates without any noticeable slowdown. This makes it impossible to build 100% safe railroad crossings. The train's speed should be affected by every ga...
- Thu Jan 26, 2017 8:57 pm
- Forum: Pending
- Topic: Player desync when calling train to a train stop
- Replies: 2
- Views: 982
Player desync when calling train to a train stop
A player (przem484) on my server is desyncing every time I send a certain train to a certain train stop (in a specific way?). This is the train & train stop in question (the dark green train in center left): Screen Shot 2017-01-26 at 20.17.28.png We didn't narrow down the issue beyond that due t...
- Thu Jan 26, 2017 10:51 am
- Forum: Not a bug
- Topic: [0.14.21] Diff bhvr depending on # of circuitnet connections
- Replies: 4
- Views: 1273
Re: [0.14.21] Diff bhvr depending on # of circuitnet connections
Ok. Thanks for the explanation.
- Mon Jan 23, 2017 2:31 am
- Forum: Not a bug
- Topic: [0.14.21] Diff bhvr depending on # of circuitnet connections
- Replies: 4
- Views: 1273
[0.14.21] Diff bhvr depending on # of circuitnet connections
I was experimenting with a circuit-network-based lane 'splitter' (as an alternative to the popular underground belt method) and got some mildly pleasing results. It's based on the principle that lanes that are further back when side-loading get higher priority. The only major problem is that it requ...
- Sun Jan 22, 2017 3:56 pm
- Forum: Minor issues
- Topic: Asymetric rail signaling
- Replies: 5
- Views: 2314
Re: Asymetric rail signaling
It's just a visual bug. You can still fit two cargo wagons in that space.
It seems to happen when signals are placed next to curved rail pieces.
It seems to happen when signals are placed next to curved rail pieces.
- Thu Jan 12, 2017 9:31 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 36420
Re: Little Quirks
Something to help with clicking on and reading things on the production window.
https://gfycat.com/SentimentalBrightFennecfox
https://gfycat.com/SentimentalBrightFennecfox
- Thu Dec 29, 2016 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 36420
Re: Little Quirks
Is there a reason for that? Because it doesn't make sense for anything except burner machines that get their energy from pollution-producing fuel.