Search found 530 matches
- Sun Jan 18, 2015 2:19 pm
- Forum: Videos
- Topic: I need stream/video IDEAS!
- Replies: 4
- Views: 6084
Re: I need stream/video IDEAS!
Как насчёт такой идеи: как можно скорее изучить поезда, для каждой производственной линии строить свой завод и соединять заводы лишь железной дорогой и электричеством. Ограничения: Автомобили, танки, поезда и вагоны должны собираться на ассемблерах и устанавливаться в непосредственной близости от ни...
- Sun Jan 18, 2015 1:32 pm
- Forum: Gameplay Help
- Topic: Trains and semaphores
- Replies: 4
- Views: 2109
Re: Trains and semaphores
Just make a gap between rails. I see no problem here.
- Sun Jan 18, 2015 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45134
Re: Ropeway conveyor above the factory...
And it is really difficult to compare that like so. The ropeway has a total different usage than trains. Because of its small footprint it could be used for example to transport stuff from the train stations to the center of your Factory, which spares you a lot of logistic bots. Yeah! that's why pi...
- Sun Jan 18, 2015 11:54 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45134
Re: Ropeway conveyor above the factory...
If ropeways exist it would be reasonable to expect the towers to have a fair bit in common with big poles (they're both big towers of similar type and steel is a primary building material). Big electric poles are 5 steel and 5 copper so that could be switched out to five iron and five steel for a t...
- Sat Jan 17, 2015 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Wooden Walls
- Replies: 7
- Views: 3080
Re: Wooden Walls
A big disadvantage is that you have to manually cut down trees, in the other hand you can fully automate the stone wall production. This is a "wood dilemma" - the nature of that material is that it would be good for early stages of the game, cause you know, it is a wood, but in that stage ...
- Sat Jan 17, 2015 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45134
Re: Ropeway conveyor above the factory...
I fully agree that boxing and compressing materials is sort of cheating, so I really don't like the idea to implement such thing into a base game. But I don't agree that ropeway would kill trains, especially on the maps with rare rescource patches. In my mind one should design ropeway in a manner th...
- Sat Jan 17, 2015 7:06 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 8643
Re: Changing rail recipe
the 2 steel thingies why don't make the game turn layouts like the one on the right ond that screenshot into curves automatically? you place 5 rails down and *magic* they turn into a curve, but just visually. you can still mine each of them seperately. At first glance it seems to be a good idea, bu...
- Sat Jan 17, 2015 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Explorer Pack
- Replies: 13
- Views: 5331
Re: Explorer Pack
For me it seems like a cheating to obtain very powerful and handy bots and something like invisble cloak at the very beginning in a moment of coal era with no automation at all. If you want this in the beginning you could use cheats or something like "Quick start mod", cause your arguments...
- Sat Jan 17, 2015 4:27 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 8643
Re: Changing rail recipe
How the game shoud know what recipe of straight rails to choose from while crafting them manually? I might be totaly confused, but: to craft manually you still have to click a recipe, so you choose which one to use? You would simply have 2 recipes for straight rails Indeed :D Maybe for automatic bo...
- Sat Jan 17, 2015 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Explorer Pack
- Replies: 13
- Views: 5331
Re: Explorer Pack
I do not understand why you misunderstand "explorer" to be a adjective when I clearly meant it as a noun. Hence why I dubbed the thread such and why I clearly said "For all ye explorers out there". Also it is my opinion that the player should not obtain map information without r...
- Sat Jan 17, 2015 3:29 pm
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36477
Re: The Lane swapper
Yep, they are and they perfectly acts like belt blockers. For the second layout you have to build 2 underground belts facing each other then deconstruct inlets.bobingabout wrote: are those underground belts? I didn't know they could be used this way.
- Sat Jan 17, 2015 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Explorer Pack
- Replies: 13
- Views: 5331
Re: Explorer Pack
Light robots. not sure I'd call them Explorer, when I read that word, my assumption was that you were sugesting a robot that basically flies away and discovers new land, IE, wherever it is, it reveals the map to you. I thought of it the same way. That's why I think it would be better we get both: e...
- Sat Jan 17, 2015 3:02 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 8643
Re: Changing rail recipe
I'd rather have a recipe that converts a curved into 5 straight rails (or 4, as you have to cut the curve, bend it straight again :D ) than getting 5 straight rails back whenever i mine a curved rail (if i get your idea right) How the game shoud know what recipe of straight rails to choose from whi...
- Sat Jan 17, 2015 1:31 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 8643
Changing rail recipe
Sometimes it is something annoing that you have the whole stack of curve rails, but you lacking just one piece of straight segment you have to place in order to complete the line. I think it would be more natural way to produce curve rails out from straight pieces in ratio 1:5, and curve rails would...
- Sat Jan 17, 2015 1:18 pm
- Forum: Gameplay Help
- Topic: Map generation problem
- Replies: 3
- Views: 1611
Re: Map generation problem
Install this mod. https://forums.factorio.com/forum/vie ... t=landfill
Be aware, it requires tons of stone!
Be aware, it requires tons of stone!
- Sat Jan 17, 2015 11:51 am
- Forum: Outdated/Not implemented
- Topic: Lane swapper
- Replies: 55
- Views: 36477
Re: The Lane swapper
A little bit bulky but works perfectly.
More compact design without curves
More compact design without curves
- Sat Jan 17, 2015 11:23 am
- Forum: Ideas and Suggestions
- Topic: Explorer Pack
- Replies: 13
- Views: 5331
Re: Explorer Pack
I love the concept of Explorer capsule, although I think they should cost batteries and they should go only towards the direction that player sends them i.e. not rotate around. They can fly 20-40 chunks away or until destroyed and they see only 1 chunk around them. In my mind it is reasonable balanc...
- Fri Jan 16, 2015 7:53 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 120423
Re: Railroad
https://forums.factorio.com/forum/vie ... =33&t=5726psihius wrote:Also, the faster the trains, the wider the turning radius (hense the curved rail piece size).
img
- Fri Jan 16, 2015 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45134
Re: Ropeway conveyor above the factory...
This station is too complicated for the game and discredits the whole concept of simple and easy to build medium capacity transportation network. In my mind there should be only one part that behave differently on different conditions. First of all I think a piece should be 2x2 — it is a reasonable ...
- Fri Jan 16, 2015 10:32 am
- Forum: Gameplay Help
- Topic: Some questions about circuit network (red/greeen wires)
- Replies: 5
- Views: 1904
Re: Some questions about circuit network (red/greeen wires)
1) Yes. If you connect one smart inserter via red and green wires it would work on any of two condition like gate OR.
2) You can use smart chest to disconnect it from logistics.
2) You can use smart chest to disconnect it from logistics.