I wonder why you don't start Factorio 2 with Isometric view? With real height-levels.
Like going from SimCity to Simcity2000 ... Or C&C Tiberian Dawn to Tiberian Sun
It would be a 2D-Game as it is, but could have more depth.
You could make ammo range depend on position of weapon like in C&C ...
Search found 232 matches
- Sun Feb 07, 2021 9:01 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 257759
- Mon Dec 21, 2020 11:51 pm
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 3654
Re: QOL: easy spidertron remote-selection
This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement.
You're welcome.
Thanks very much. I got there eventually and it is now in Spidertron ...
- Sun Dec 20, 2020 9:44 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
A little offtopic and normally I'd spoiler the reply, but it doesn't work so well with attachments.
Yeah, so my megabase world is a bit weird. I like to spread out and eliminate biters from the map - so that wouldn't quite work out.
Here it is with roboports turned on for the map. I like to ...
- Sun Dec 20, 2020 8:18 pm
- Forum: Combinator Creations
- Topic: Train operated potentiometer
- Replies: 7
- Views: 8140
Re: Train operated potentiometer
Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain...”
The idea is to be able to adjust the level from anywhere on the map via train station control. If you have to manually move ...
- Sat Dec 19, 2020 1:51 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
I was deploying artillery throughout the map and I wanted something very compact. I also felt that the more clustered the lasers were, the more damage they would bring to bear on biters. With the power off, I couldn't put the lasers tightly around the artillery.
Ok, this was just a copy of my ...
- Thu Dec 17, 2020 1:13 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
Ah, I was defending the artillery with lasers / satellite, and I needed power to be on.
Eventually I figured out to put artillery on islands and defense / switches were no longer relevant.
If no water are available for islands, the following solution may help you:
(It is with backup energy ...
- Wed Dec 16, 2020 12:00 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
Cool use of copy / paste. But yes, sad state of affairs with the power switch.
My hack was to use an accumulator which powered on from the switch and sent the A signal to enable things, and then when I turn off the power pole I drain it with a beacon. Expensive and slow power off, but it works ...
- Wed Dec 16, 2020 11:56 am
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
here's one using 2 combinators:
OK that will beat me on a single swich.
But when it comes to serial switches this may have a better ratio ...
It is only two combinators for the setup and one for any electric switch to observe.
Bild_2020-12-16_125535.png
Bild_2020-12-16_125638.png ...
- Tue Dec 15, 2020 11:49 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
Without power, combinators don't change their output, no matter their input.
So when you disconnect the arithmetic combinator from the power network, it will still output A=1
Oh ... it seems I've miss that.
With use of endless counter you can reduce it to just 3 combinators ...
Bild_2020-12 ...
- Tue Dec 15, 2020 9:02 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 15935
Re: Remote Controlled Circuit Switch
I created a remote switch ispired by the pump and tank design but without the need for a fluid. In case there is no water around.
Further refined:
Wow! This is amazing. (Only just checked back on this now, oops.)
Exactly what I was hoping to manage, nice and compact and no dependency on ...
- Sat Dec 05, 2020 9:08 pm
- Forum: Implemented Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 72
- Views: 37030
Re: Option to disable no-power flashing
+1
No flashing should be an option at least for modder.
There are Mods which alter the icons and some who disable warnings completely - but there are no mods for "no blinking" because it seems to be hard coded.
And as stated before color coding is nice for me and maybe the devs, but shape is ...
No flashing should be an option at least for modder.
There are Mods which alter the icons and some who disable warnings completely - but there are no mods for "no blinking" because it seems to be hard coded.
And as stated before color coding is nice for me and maybe the devs, but shape is ...
- Fri Dec 04, 2020 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Change colors of efficiency and/or productivity modules?
- Replies: 14
- Views: 5862
Re: Change colors of efficiency and/or productivity modules?
The productivity modules are "red". Except they don't necessarily look red even if you have "normal" colour vision because colour is not only a matter of photons emitted or the biological structure of your retina. For two years I interpreted productivity modules, with my "normal" colour vision ...
- Mon Nov 30, 2020 1:35 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 3691
Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected
It was changed back again after playtesting found it didn't work well.
So you may consider my suggestion to use the same mechanic as in "destroying cliffs" and "removing trees". It's already there and work well, so I assume it should also work with LF.
Just let the object placing bots wait ...
- Mon Nov 30, 2020 12:13 am
- Forum: Implemented Suggestions
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 11624
BP with LF deploy in one step
TLDR
BP with LF deploy in one step
Current behavior:
Place a blueprint with landfill and buildings on top on some water tiles.
Your bots will immediately start to place the land fill, but will forget about the buildings on top.
You have to place the BP a second time to place the buildings.
On ...
BP with LF deploy in one step
Current behavior:
Place a blueprint with landfill and buildings on top on some water tiles.
Your bots will immediately start to place the land fill, but will forget about the buildings on top.
You have to place the BP a second time to place the buildings.
On ...
- Sun Nov 29, 2020 11:57 pm
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 3691
Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected
I've read the releasenotes - may be my english is to bad - what exactly has changed in 1.1. (in relation to this report)?Rseding91 wrote: Wed Oct 28, 2020 1:47 am Thanks for the report however that's fully working as intended and not a bug.
Also it has been changed in 1.1.
- Sun Nov 29, 2020 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 6212
Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1
Will they reapear in my 1.1.2-Save or have I to load original save from 1.1.1?
- Wed Nov 25, 2020 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 13849
Re: [boskid][1.1.0] Belt performance regression
To remove all the remaining lag spikes (when interacting with belts) i would have to disable the whole groupping logic and i will not sacrifice that just because of one extremally unfortunate save file.
Would it be possible to make it an option in "settings"?
So one who have such corner-case ...
- Tue Nov 24, 2020 11:02 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 194900
Re: Version 1.1.0
Is it right, that default upgrade of chests is removed? Or is it a bug?
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
- Thu Nov 19, 2020 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Option for disabling artillery auto target
- Replies: 11
- Views: 25783
Re: Option for disabling artillery auto target
+1
especialy for train artillery
especialy for train artillery
- Fri Nov 13, 2020 1:49 am
- Forum: Implemented Suggestions
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 33285
Re: Free cables/wires (Poles contain all)
Yes please, this one!