Search found 135 matches

by leoch
Wed May 03, 2017 8:40 am
Forum: Ideas and Suggestions
Topic: Make blueprints fully 'out-of-world' feature
Replies: 14
Views: 5046

Re: Make blueprints fully 'out-of-world' feature

I don't much like the blueprint book scroll-to-change mechanic.

I'd prefer to right-click a book, left-click a blueprint, and that blueprint immediately become the active one in the book and have the book in my cursor, not the blueprint. I don't want blueprints to constantly get removed like this!
by leoch
Wed May 03, 2017 8:31 am
Forum: Ideas and Suggestions
Topic: Deconstruction chest
Replies: 9
Views: 4324

Re: Deconstruction chest

Probably wouldn't be detrimental to the game Except that we go from four types of logistic chests to five . Wouldn't it be simpler just to set logistic requests on yourself or in a requester chest? Bots always pull from storage before passive provider chests. So what if you sometimes get extra stuf...
by leoch
Wed May 03, 2017 8:27 am
Forum: Ideas and Suggestions
Topic: Make armor batteries not lose their charge when moved
Replies: 3
Views: 1276

Re: Make armor batteries not lose their charge when moved

The stacking could be fixed (e.g. average charge automatically like what happens with damage now — did you ever try deconstructing damaged wall sections in 0.14?). I'd like this fix. And then, of course, we need charge stations. For now I'm using this mod, which is great: https://mods.factorio.com/m...
by leoch
Wed May 03, 2017 8:22 am
Forum: Ideas and Suggestions
Topic: Personal Roboport should NOT consume last inventory item
Replies: 8
Views: 3236

Re: Personal Roboport should NOT consume last inventory item

I'd like to just be able to make blueprints for anything, even without having one of the items in my inventory. Then this wouldn't matter.
by leoch
Wed May 03, 2017 8:07 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25433

Re: Testing efficiency of chained science labs

That looks very expensive to build and to run, iceman. Unless you're really short on space, using more labs should save quite a bit on power and construction costs I think — I haven't done the maths though.
by leoch
Wed Apr 26, 2017 7:58 am
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25202

Re: Does Math Ruin this Game?

Like Hannu says... in 0.14 I built 14/10 boiler/steam-engine ratios because it's easy to remember and do. But exact solar/accumulator ratio, especially when mods change the day/night lengths and solar output? Nah, I just guess and build extra accumulators or solar if necessary. For input resources l...
by leoch
Wed Apr 26, 2017 7:25 am
Forum: General discussion
Topic: What can I create using the circuit network (combinators)?
Replies: 12
Views: 4564

Re: What can I create using the circuit network (combinators)?

I've started using the circuit network to switch off production of science packs when there few resources in the base (several combinators output a 'Z' on the network if something is low), and also when there are plenty of this type of science pack (I move them into a box as a buffer). You can also ...
by leoch
Tue Apr 25, 2017 9:29 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 10963

Re: [MOD 0.14] Will-o'-the-wisps

Very fun mod, thanks :D I haven't bothered with UV lights myself. There isn't usually a lot of damage, and bots repair it quickly. Best memory is accidentally setting fire to a forest at night, while in a tank with the vehicle turrets mod. Hundreds of yellow wisps hunting me and rockets flying every...
by leoch
Sat Mar 25, 2017 5:14 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69169

Re: Friday Facts #183 - Aiming for the release date

Being able to control trains directly from the "map" view would be a great improvement, removing the main need for the "fat controller" mod. Tweakable resource/difficulty settings: can you add a setting to map generation controlling strength of sunlight (i.e. power from solar pan...
by leoch
Fri Jan 13, 2017 12:22 am
Forum: Ideas and Suggestions
Topic: Ground based construction, and robots
Replies: 3
Views: 1220

Re: Ground based construction, and robots

a few questions: - So if I'd place a blueprint of a building that requires pipes or advanced circuits. The robots would deliver iron plates, copper plates, plastic? - If I place a stack inserter will it start from the fast inserter or from iron and copper plates and plastic? - We'll need 100+ Fast ...
by leoch
Thu Jan 12, 2017 8:05 pm
Forum: Ideas and Suggestions
Topic: Ground based construction, and robots
Replies: 3
Views: 1220

Ground based construction, and robots

Ground Construction This describes several changes which I think would be fairly easy to implement (at least, the first part) while improving gameplay in several ways. Buildings as templates The core changes are: Items in the construction menu are divided into two types: components and templates Co...
by leoch
Sat Dec 24, 2016 5:55 pm
Forum: Ideas and Suggestions
Topic: Got a nice idea for electric tracks (With examples)
Replies: 12
Views: 5563

Re: Got a nice idea for electric tracks (With examples)

it's possible, just not much practical, if you ever played with electric toy trains, you might know the problem :D regardless it's game, so it doesn't matter, and i admit your track looks quite good ;) Yes, if you build something like a turning loop, the "left" rail connects to the "...
by leoch
Fri Dec 16, 2016 10:25 pm
Forum: Ideas and Suggestions
Topic: Initial power / wreck/crashed ship
Replies: 9
Views: 6159

Initial power / wreck/crashed ship

Being able to build a coal-fired power station before getting basic automation feels kind of weird, as does designing a big power plant from the beginning even though you know you're not going to need most of that power for the first 10-30 minutes. Instead, it might be good to have a small initial p...
by leoch
Fri Dec 16, 2016 10:03 pm
Forum: Ideas and Suggestions
Topic: Vehicle manufacturing buildings (No vehicles in inventory)
Replies: 7
Views: 3732

Re: Vehicle manufacturing buildings (No vehicles in inventory)

I like the idea (not sure about exact factories, but I like the idea that trains shouldn't be buildable directly by the player and shouldn't be min-able.

In addition, I would love to see a way to load a car or tank onto a special train wagon for transport.
by leoch
Fri Dec 16, 2016 9:52 pm
Forum: Ideas and Suggestions
Topic: Slow construction (bots)
Replies: 2
Views: 1637

Slow construction (bots)

One "issue" with construction bots is that they allow ridiculously fast construction (and destruction), e.g. clearing forest in seconds, building large solar plants very rapidly, and deploying electric poles + laser turrets quickly. At the same time there is still incentive to have many co...

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