Search found 303 matches
- Sun Jan 18, 2015 6:21 am
- Forum: Ideas and Suggestions
- Topic: Peeps & Creeps
- Replies: 2
- Views: 1716
- Sat Jan 17, 2015 10:23 pm
- Forum: Implemented Suggestions
- Topic: Map generation: Starting VISIBLE area
- Replies: 4
- Views: 2925
Re: Map generation: Starting VISIBLE area
I don't see why not.
- Fri Jan 16, 2015 11:11 pm
- Forum: General discussion
- Topic: Laser Turrets and their Speed Upgrades
- Replies: 17
- Views: 6426
Re: Laser Turrets and their Speed Upgrades
If this happens, I think the current turrets should stay and be renamed to plasma weapons (or something) since they're cool.
Or how about research to increase the laser "bullet" speed?
Or how about research to increase the laser "bullet" speed?
- Fri Jan 16, 2015 11:07 pm
- Forum: Show your Creations
- Topic: Super spliters 3000
- Replies: 13
- Views: 11510
Re: Super spliters 3000
http://s2.postimg.org/grfx7ly3t/1_2_input_3_output_6k_items_1990_2010_in_chest_w.png 1-2 in 3 out my best and most complex so far but its very accurate and fast sended 6k item and in worst scenario i get 1990-2010 most and less in single chest By my calculations, out of every 256 items, this sends ...
- Fri Jan 16, 2015 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39045
Re: Swap input on chemical factory
I would like to disagree, choosing which input is what seems more logical. Having the chemical plant accept anything anywhere is like a gas station not caring whether their gasoline storage gets resupplied with diesel or gasoline (the engine that gets diesel instead of gasoline will care ;)) If we ...
- Fri Jan 16, 2015 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Mobile building platform
- Replies: 4
- Views: 1866
Re: Mobile building platform
It doesn't make a ton of sense to move mining drills around like that. Shouldn't they be stuck in the ground?
- Thu Jan 15, 2015 7:32 am
- Forum: General discussion
- Topic: Update a map
- Replies: 4
- Views: 5018
Re: Update a map
Yes, just load it in the new version...
- Thu Jan 15, 2015 7:20 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 39045
Re: Swap input on chemical factory
I would say that any liquid should be accepted into any input. You shouldn't need to pre-define which inputs take which liquids - it's defined by which liquids you actually pipe in.
- Sun Jan 11, 2015 11:06 pm
- Forum: Implemented Suggestions
- Topic: More barrels use
- Replies: 4
- Views: 2765
Re: More barrels use
I heard that oil barrels were a temporary solution until they add tanker wagons. So maybe oil barrels will be removed...
- Sun Jan 11, 2015 1:51 am
- Forum: Ideas and Suggestions
- Topic: Military Robots
- Replies: 14
- Views: 6550
Re: Military Robots
Logistics/construction "patrol points" could be as simple as setting sliders in a roboport for how many robots to keep in that roboport.
- Fri Jan 09, 2015 8:56 am
- Forum: General discussion
- Topic: I can't see this without immediately thinking of Factorio
- Replies: 9
- Views: 4144
Re: I can't see this without immediately thinking of Factori
We can. These robots are called dishwashers.DerivePi wrote:If we can do this, we should be able to have robots do dishes by now.
- Fri Jan 09, 2015 7:37 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
And this is just how you prefer to play.Adamo wrote:No, that is just how you prefer to play.Khyron wrote: Bots should not be in combat situations. That is part of the challenge of the game.
- Fri Jan 09, 2015 7:34 am
- Forum: Balancing
- Topic: Reduce stack sizes of buildings
- Replies: 14
- Views: 11972
Re: Reduce stack sizes of buildings
when I'm modding things, I tend to need to increase stack sizes of buildings. This is because of 2 points: 1. Automation means inserters want to have at least twice as many items in a factory than is needed to run the production once. 2. Inserter stack size bonuses will mean an inserter tries to ca...
- Fri Jan 09, 2015 7:33 am
- Forum: Balancing
- Topic: The odd case of pre-requisites
- Replies: 6
- Views: 12528
Re: The odd case of pre-requisites
I think Advanced Electronics should probably require plastics. since this science is also required for modules, as well as the circuit being required to make everything in your list (Either directly, or via modules) then this should solve the problem. Modules does require advanced electronics, righ...
- Fri Jan 09, 2015 7:32 am
- Forum: Balancing
- Topic: Substation incosistency with connecting
- Replies: 3
- Views: 8223
Re: Substation incosistency with connecting
I would prefer to increase the coverage of a substation. Currently it's 14x14 - how about 20x20 or even 30x30? And increase medium electric poles to 9x9 or 11x11 - otherwise we have "small", "still small" and "huge" sized electric poles. Right now there's not much reaso...
- Fri Jan 09, 2015 6:59 am
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 34887
Re: Hi, and welcome to belt hell
Other than avoiding putting wires on belts? ... which is not a reason. Other than being easily adaptable to fully logistic control and supply? Belt-based layouts are more flexible than direct insertion. Other than being easily blueprinted and recreated however many times you want Belts can also be ...
- Fri Jan 09, 2015 6:50 am
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 6701
Re: More levels of robot speed research
This thread is not about personal roboports.
- Fri Jan 09, 2015 6:49 am
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 13779
Re: Avatar Teleporter
Heres what I do in my rso worlds. At every mining outpost, I make a station titled #PT station name 1. Use hashtag so its at the top of the list. Then make a locomotive only train, and tell it to go to your new player train station. I know what you mean by going far distances, but teleporting to me...
- Fri Jan 09, 2015 6:48 am
- Forum: Ideas and Suggestions
- Topic: Military Robots
- Replies: 14
- Views: 6550
Re: Military Robots
I was thinking maybe you could use something like a blueprint to designate a zone for them to guard. EDIT: For clarification, like a zone of interest and you'd say "have 20 robots keep an eye on this" and it's a boxed area. Maybe a tower or outpost or miniroboport that the military robots...
- Thu Jan 08, 2015 6:19 am
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 34887
Re: Hi, and welcome to belt hell
8 is easy. need more than 8? make it 16 then. PA&AP A<<<A >>\C^<< A>>^A PA&AP P=providers A=AC Assemb. C = copper wire & = longhanded copper plate insertion Rest represents a plastic and circuits belts into a whirlpool/loop. Specifics are up to the builder, I'm not gonna make a 144 char...