Search found 213 matches
- Mon Jan 08, 2018 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Underground pipe fast replaces regular pipe
- Replies: 4
- Views: 1161
Re: Underground pipe fast replaces regular pipe
Yes, please!
- Mon Jan 08, 2018 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Efficiency Modules should reduce Energy Drain
- Replies: 10
- Views: 2735
Re: Efficiency Modules should reduce Energy Drain
If I remember correctly, electric mining drills don't have any energy drain at all. At least, it doesn't show up in the tooltip.eradicator wrote:Reasoning:
Reduce the base load of mostly inactive outposts (miners on large ore fields are often inactive).
- Sat Jan 06, 2018 11:59 pm
- Forum: Ideas and Suggestions
- Topic: More Inserters but no more Inserters (and robot arm).
- Replies: 7
- Views: 2289
Re: More Inserters but no more Inserters (and robot arm).
My personal stance on this is I like the limited options current vanilla inserters give us : there are things you cannot do with them, so you have to figure out how to achieve your goal without these features. Having an inserter that can always be tailored to do exactly the very complex routine I w...
- Sat Jan 06, 2018 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Efficiency Modules should reduce Energy Drain
- Replies: 10
- Views: 2735
Efficiency Modules should reduce Energy Drain
Summary Putting Efficiency Modules in machines should also reduce their passive energy drain. What? Energy_drain.jpg Terms I will use: Consumption: power consumption when a machine is active (example: Assembling Machine in the process of crafting an Engine Unit) Drain: power consumption when a mach...
- Wed Dec 27, 2017 1:07 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 31810
Re: Shotgun is embarrassingly bad right now
I think a good solution would be to move the Piercing Shotgun Shells to mid-game, and add Acid Shotgun Shells (soaked in Sulfuric Acid) as a late-game ammo that does both physical and acid damage. Perfect for destroying enemies with physical resistance.
- Tue Dec 26, 2017 11:37 pm
- Forum: Modding help
- Topic: [SOLVED] Fluid boxes not moving resources
- Replies: 18
- Views: 4699
Re: Fluid boxes not moving resources
Look at the positions of your input and output fluidbox connections: ... output_fluid_box = { positions = { {1.45, -2.6}, {2.6, -1.45},{-1.45, 2.6}, {-2.6, 1.45} }}, input_fluid_box = { positions = { {-1.45, 2.6}, {-2.6, 1.45},{1.45, -2.6},{2.6, -1.45} }} ... They are the same. (But in a different o...
- Thu Dec 14, 2017 2:17 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77934
Re: Friday Facts #220 - The best Friday Facts ever
and i cant wait to shoot some bitters with the new train wagon... can i suggest a turret wagon aswell maby with normal bullets or maby a laser wagon to protect the train from close combat ? ( read next part ) I don't know how far the artilety wagon is... but if 17.5 chunks is the max range ... is t...
- Tue Dec 12, 2017 1:36 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77934
Re: Friday Facts #220 - The best Friday Facts ever
typically i keep a few "taxi" trains around the base. they have a deleted station in their list and can be "called" by placing a station of that name, but being able to send trains anywhere on the track sounds much cooler. Why dont you just keep a train on you? Thats waaay easie...
- Tue Dec 12, 2017 1:27 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85958
Re: Friday Facts #219 - Cliffs
But my bet is that it will find a way around the cliffs and attack a nearby turret if it exist. If nothing is near the cliff then all bets are off. Aliens attack trees too for no reason, why should cliffs be different? Trees are made of wood. Cliffs are made of rock, which must be much harder to ea...
- Sun Dec 10, 2017 12:41 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77934
Re: Friday Facts #220 - The best Friday Facts ever
A bunch of people mentioned that the artillery train would need stabilizing legs to allow it to shoot at an angle relative to the rails. Here's my counter-argument: You're on an alien planet and started with next to nothing. And yet after some time you've managed to create nuclear power, a portable ...
- Sat Dec 09, 2017 1:48 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77934
Re: Friday Facts #220 - The best Friday Facts ever
While I enjoy this new train cannon (super cool!), I was under the impression that the point of an artillery train would be to defend train tracks against biters. This way we wouldn't have to surround tracks with walls or the such. With this, it would require a player to drive the train around and ...
- Thu Dec 07, 2017 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Zoom levels
- Replies: 4
- Views: 1621
Re: Zoom levels
I don't understand what you mean when you say that zoom change is no implemented in 0.15, when I can change it now, is it going to be a different kind of zoom on 0.16? If I understand it, FFF #204 is talking about changes coming for version 0.16--which hasn't been released yet. So right now you're ...
- Thu Dec 07, 2017 9:12 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85958
Re: Friday Facts #219 - Cliffs
I'm really curious about what would happen if I tried to place an underground belt or pipe to go up/down a cliff. What I think should happen: The underground portion is normal on the top part of the cliff, but the other end comes out the side of the cliff (instead of the ground below it). What do yo...
- Wed Dec 06, 2017 2:21 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85958
Re: Friday Facts #219 - Cliffs
One question: will cliffs be placeable in the map editor?
- Sat Dec 02, 2017 1:45 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 85958
Re: Friday Facts #219 - Cliffs
I'm excited about the idea of terrain that is a bit more realistic, but... "Cliff Explosives?" First of all, there has to be a better name for that. Secondly, perhaps another idea would be to... ...mine the cliffs away... in a slow, but not too tedious, process which gives you stone in ret...
- Thu Nov 30, 2017 1:47 am
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 5476
Re: Shieldsystems
I don't think a linear shield makes sense (physically speaking). Better to have overlapping shields combine to form a more or less straight line. ... Also what happens with overlapping shields? Will they combine to a double strength shield? Will one shield dominate and fail first? Jep, linear shiel...
- Thu Nov 09, 2017 1:53 am
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5243
Options for Tree & Rock Generation
Summary: Add map generation options for trees and rocks. What? All resources in the game, water, and enemy bases all have map generation options: frequency, size, and richness (except water doesn't have richness). I believe it would be good to have these same options for trees and rocks, so players...
- Mon Oct 30, 2017 10:02 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 114594
Re: Your Logistic Robots Are Broken! [Forum Game]
The robots bring you a snazzy new UI, as you requested. But it's a new UI for Microsoft word instead of Factorio!
I request a Productivity Module 3.
I request a Productivity Module 3.
- Fri Oct 20, 2017 8:46 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 25004
Re: Friday Facts #213 - The little things 2
I think one of the game options should be to allow the player change the number of seconds' worth of material the copy/paste will request.
For example, someone might be satisfied with only 10 seconds of materials, or someone way want up to 60.
For example, someone might be satisfied with only 10 seconds of materials, or someone way want up to 60.
- Thu Oct 12, 2017 12:21 am
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 114594
Re: Your Logistic Robots Are Broken! [Forum Game]
The robots don't have any tasers because you forgot to put the passive provider chest inside the network. And the defiant robots are not back in line, instead they are flying in circles. PLS sticky this topic! The robots also bring you some glue and stick you to the ground so you can't move. And the...