Search found 158 matches

by lancar
Tue Sep 29, 2015 5:17 pm
Forum: General discussion
Topic: Poll: Faster crafting speed?
Replies: 58
Views: 31036

Re: Poll: Faster crafting speed?

No, it doesn't need to be faster. In fact, several items should probably take longer than they currently do. Only the most basest of intermediates should take 0,5 secs to make. I'd much rather have research to get a bigger inventory, or armor modules that increase inventory size. With the advent of ...
by lancar
Sun Sep 27, 2015 8:55 pm
Forum: Ideas and Suggestions
Topic: More (minor) technologies
Replies: 4
Views: 5127

Re: More (minor) technologies

How about some techs to upgrade mobile power modules? Those portable roboports keep my batteries empty more often than not.
by lancar
Fri Sep 25, 2015 2:49 pm
Forum: Show your Creations
Topic: Haluzsqua HD Rework!
Replies: 10
Views: 27152

Re: Haluzsqua HD Rework!

OMG! I miss this one SO much. It was pretty much the first BGM i heard in factorio, so for me it kinda symbolizes the spirit of the game. It feels very factory:ish while still be quite cheery. This re-done version is really great!

Please oh PLEASE bring this back into the game!!
by lancar
Wed Sep 23, 2015 2:30 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39284

Re: Concrete stacks way too low.

The most straightforward solution for the deployment speed would just be to add research for construction robots to carry more than one item, just like Logistics.
by lancar
Tue Sep 22, 2015 8:08 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39284

Re: Concrete stacks way too low.

200 should be fine, I think. 100 is too low, I agree. Same goes for Bricks (for consistency, since they're used for pavement too).
by lancar
Tue Sep 22, 2015 8:05 pm
Forum: Balancing
Topic: Build time 0.5s for Logistics/Construction Robots
Replies: 13
Views: 26882

Re: Build time 0.5s for Logistics/Construction Robots

In addition to remedying the short construction time, I'd like some sort of in-game explanation of how we can carry so much in our pockets and chests. I mean, we can plop down entire trains that we make in record time from stuff in our pockets, and while I see the benefits from a gameplay perspecti...
by lancar
Sun Sep 20, 2015 9:22 am
Forum: Balancing
Topic: Add one extra follower robot to techlvl 5
Replies: 5
Views: 15051

Add one extra follower robot to techlvl 5

As the topic says, increase the bonus followers for "Follower Robot Count 5" from 2 to 3. This is so that when the even +5 bonuses comes around, you won't be eternally stuck with 24-29-34-39- etc, always blowing up one Destroyer drone (which deploys in batches of 5) when filling up your ra...
by lancar
Thu Sep 17, 2015 4:32 pm
Forum: General discussion
Topic: Guys, How do you feel about the killing power of tanks.
Replies: 26
Views: 19211

Re: Guys, How do you feel about the killing power of tanks.

I think they needs flamers and heat seeking missiles and lasers and.. and... a muffin button!
by lancar
Wed Sep 16, 2015 5:31 am
Forum: Ideas and Suggestions
Topic: blueprint content to container
Replies: 0
Views: 2695

blueprint content to container

This, like everything else, has probably been suggested before and/or exists as a mod. A cursory search reveals nothing, but I recall I saw something like it before. When building oil outposts I generally like to make a standardized layout which I have my Personal Construction network deploy once I ...
by lancar
Wed Sep 09, 2015 4:10 pm
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 39621

Re: Nuclear power in Factorio - clean or dirty?

Weather definitely needs to happen at some point, both to give more consequences to pollution and reducing the effectiveness of solars. Right now, energy is basically a non-issue after a certain point in the game. It should be a bit more complex than that.
by lancar
Tue Sep 08, 2015 7:50 am
Forum: Resolved Problems and Bugs
Topic: [0.12.6] [kovarex] Distractor capsules slowly drifting east
Replies: 5
Views: 11094

Re: Distractor capsules slowly drifting east

Would actually be cool if you could "flick" them during placement, and they would drift in that direction.
by lancar
Mon Sep 07, 2015 6:24 pm
Forum: General discussion
Topic: Nuclear power in Factorio - clean or dirty?
Replies: 80
Views: 39621

Re: Nuclear power in Factorio - clean or dirty?

I'm thinking uranium could be used for more than just powering your base, such as an ingredient for ammo used in energy weapons or AP bullets (usually uses depleted uranium, but hey! might be more damaging as fresh & active?) I'm sure others can think of many more uses. All dirty and devastating...
by lancar
Mon Sep 07, 2015 6:19 pm
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 22943

Re: Let's discuss the new soundtrack

Hi everyone, Thanks for the comments about the new music, more is definitely on the way. Just to those wondering why some tracks are short or are a mixture of different sounds - there are three categories to these tracks: Main, Interludes and World Ambience. The interludes and World ambience tracks...
by lancar
Mon Sep 07, 2015 6:14 pm
Forum: Ideas and Suggestions
Topic: Power Conductor Limit
Replies: 18
Views: 13014

Re: Power Conductor Limit

So your fixes result in a idea with limited use. Do you see a problem? :roll: (A) Ideas -> Improvements -> Complications (B) (A) -> fixes -> less complications -> limited use -> useless idea. :( Even if I hadn't seen the problem with it myself, this bit was both pointless and insulting.
by lancar
Mon Sep 07, 2015 5:28 am
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 22943

Re: Let's discuss the new soundtrack

The old music was actually music, whereas the new stuff is basically just sounds. Or so it feels, anyway :/
I'm not saying they're bad, just... so very bare bones I can't help but being janked out of the experience by the silence.
by lancar
Mon Sep 07, 2015 5:18 am
Forum: Ideas and Suggestions
Topic: Power Conductor Limit
Replies: 18
Views: 13014

Re: Power Conductor Limit

There is no such thing as low-end power pole in vanilla Factorio. The area that a power pole services is not an indication of their hierarchy. Furthermore, to determine that a power pole is a terminus, you need path tracing, sounds familiar? If you have certain power poles consume power because the...
by lancar
Sun Sep 06, 2015 8:26 pm
Forum: Ideas and Suggestions
Topic: Power Conductor Limit
Replies: 18
Views: 13014

Re: Power Conductor Limit

How about something simpler, like a a small power loss due to resistance that grows more severe the more "low-end" power poles you have in the network? To avoid it, you'd have to section off the weaker power lines with Power Transformers. It should demand significantly less CPU power to ca...
by lancar
Sun Sep 06, 2015 8:16 pm
Forum: Ideas and Suggestions
Topic: Water Platforms
Replies: 4
Views: 4350

Re: Water Platforms

How to Suggestions forum: step 1: make short suggestion with little or no searching step 2: get told that it already exists as a mod step 3: ??? step 4: Ponies OT: but yes, to build on water is something that is frequently suggested and something I want to be able to do in the vanilla game at some p...
by lancar
Fri Sep 04, 2015 7:14 am
Forum: Ideas and Suggestions
Topic: Special Resource Properties - A new challenge
Replies: 11
Views: 8132

Re: Special Resource Properties - A new challenge

Interesting idea.

I like it.
by lancar
Wed Sep 02, 2015 4:09 pm
Forum: Ideas and Suggestions
Topic: Constructor
Replies: 6
Views: 3611

Re: Constructor

The simple solution:
Allow the personal roboport to access items from the vehicle you're driving. They can already deploy when you're sitting in a car, so this isn't much of a stretch I feel.

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