Search found 199 matches
- Wed Oct 11, 2017 8:13 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 130853
Re: Attacking biters with turrets makes all weapons pointless
I actually would love to see spawners produce creep (the slime type creep :)), similar to the one zerg hives produce (just an example, starcraft is not the only game where creep is produced, that prevents building, just the more famous). The longer a spawner would have existed, the more creep there...
- Wed Oct 11, 2017 7:17 pm
- Forum: Videos
- Topic: Lane changing car belts
- Replies: 6
- Views: 3360
Re: Lane changing car belts
I love how many crazy random mechanics there are in this game to take advantage of.
- Wed Oct 11, 2017 6:20 pm
- Forum: Modding discussion
- Topic: Splitters
- Replies: 8
- Views: 3130
Re: Splitters
If you're simply asking how to split a belt into 3 even parts you can do that with normal splitters, but it'll take a little space.
- Wed Oct 11, 2017 6:17 pm
- Forum: Wiki Talk
- Topic: Wiki for modded content
- Replies: 14
- Views: 7523
Re: Wiki for modded content
You could create your own wiki for modded content on fandom. Good luck to whoever tries that. Just a making a wiki just for Bob's mods alone is near impossible because the mod is so modular. Add Angel's to that and you have like 10 ways to make one item depending on the mod configuration. Even with...
- Wed Oct 11, 2017 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Mining
- Replies: 37
- Views: 14517
Re: Lategame Mining
Mining speed no use beacons and modules not researching like productivity, I want my patches to last as long as possible even if it has more mining at a time. However mining area yes it would allow beacons and modules to be used, making it a separate item like other tiered mining setups (mods), a l...
- Wed Oct 11, 2017 6:00 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 130853
Re: Attacking biters with turrets makes all weapons pointless
An activation delay would be ineffective. Drop a turret just outside biter-response range, wait out the delay, drop your next nearby but just inside response range, lather, rinse, repeat. If you want scarier biter behavior, get Rampant . They're not "clever girl" smart, but they'll mess y...
- Wed Oct 11, 2017 5:56 pm
- Forum: General discussion
- Topic: What are the opinions on the current Turret Damage output?
- Replies: 19
- Views: 7479
Re: What are the opinions on the current Turret Damage output?
Building on Medu's list, here's a list of combat buildings I want in the game that are based purely off things already in the game: Incendiary ammo, puts a fire-sticker on enemy but weaker than one by a flame turret Incendiary landmine, puts fire-flames on the ground when activated Uranium landmine,...
- Wed Oct 11, 2017 5:41 pm
- Forum: Implemented Suggestions
- Topic: Shift + left click + drag (box) for multi-set
- Replies: 8
- Views: 4136
Re: Shift + left click + drag (box) for multi-set
I want to draw a box, not spaz wildly and hope I didn't miss one.JohnyDL wrote:Click and drag now works you know (0.15) for more than just copying settings
- Wed Oct 11, 2017 7:15 am
- Forum: Energy Production
- Topic: 800MW Steam Power Plant - Adjustable Performance
- Replies: 9
- Views: 8376
Re: 800MW Steam Power Plant - Adjustable Performance
Can you make this for 0.15? Wouldn't it be better to build a Nuclear Power plant instead of this coal wasting monstrosity? :D Also, it would have to be entirely redisigned due to the size changes in boilers. This is really easy in .15 since it's now a simple 2:1. Need more power? Plop down a boiler...
- Wed Oct 11, 2017 5:54 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Hexagonally Tileable Advanced circuit production
- Replies: 1
- Views: 4666
Re: Hexagonally Tileable Advanced circuit production
This is always fun to do with anything that's a 1:4-6 ratio. There are some interesting ratios if you try to do it with red + green + blue production (all at 1.25/s aka 12 blue, 6 green, 5 red asm3's). Engines, miners, green circuits, copper cable all get directly inserted, leaving belts needed for ...
- Wed Oct 11, 2017 5:16 am
- Forum: Implemented Suggestions
- Topic: Shift + left click + drag (box) for multi-set
- Replies: 8
- Views: 4136
Shift + left click + drag (box) for multi-set
TL;DR / What? Right now shift + right click copies an entity's settings and shift + left click pastes it. It would be nice if shift + left click + drag (to highlight a box) pasted to all of the same entity in that box. Why ? Copying settings to many entities at once is tedious as a lot of work is s...
- Tue Oct 10, 2017 11:47 pm
- Forum: General discussion
- Topic: What are the opinions on the current Turret Damage output?
- Replies: 19
- Views: 7479
Re: What are the opinions on the current Turret Damage output?
I made a similar chart recently! https://docs.google.com/spreadsheets/u/1/d/1phTGV3hAlkaMahOZdyfes1BeXoJPYjk6J1W_sn6K_g4/edit?usp=drive_web What I want to see is more reason to mix and match turrets. Flamethrower turrets currently fit this well as the only real AoE and DoT turret. I want to see &quo...
- Tue Oct 10, 2017 11:38 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 130853
Re: Attacking biters with turrets makes all weapons pointless
An activation delay would be ineffective. Drop a turret just outside biter-response range, wait out the delay, drop your next nearby but just inside response range, lather, rinse, repeat. If you want scarier biter behavior, get Rampant . They're not "clever girl" smart, but they'll mess y...
- Tue Oct 10, 2017 11:32 pm
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13372
Re: Remove robot charging cheat
-1 from me. As already said it doesn't add anything interesting to the gameplay. It just makes attempting to use personal constructions bots before you get fusion power even more frustrating for the player. For me the current behaviour is adds to Factorio's Quality of Life. So then allow charging f...
- Tue Oct 10, 2017 11:31 pm
- Forum: Minor issues
- Topic: [0.15.5] Cannot delete empty blueprint
- Replies: 6
- Views: 8267
Re: [0.15.5] Cannot delete empty blueprint
I'd much rather see a keyboard shortcut to delete any blueprints. Or even an option to automatically delete blueprints. I hate that they clutter my inventory, I'd much rather use the B button to open blueprints library and use blueprints from there. Both blueprint and destruct planner should be key...
- Mon Oct 09, 2017 11:22 pm
- Forum: Minor issues
- Topic: [0.15.5] Cannot delete empty blueprint
- Replies: 6
- Views: 8267
Re: [0.15.5] Cannot delete empty blueprint
I'd much rather see a keyboard shortcut to delete any blueprints. Or even an option to automatically delete blueprints. I hate that they clutter my inventory, I'd much rather use the B button to open blueprints library and use blueprints from there. Both blueprint and destruct planner should be key...
- Mon Oct 09, 2017 10:17 pm
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13372
Re: Remove robot charging cheat
If you want it there's a Mod called Picker Extended that does this amongst other things. personally I find not being able to mine robots out of the air annoying in about 8 different ways but if you want it there's mods for it You'd still be able to mine them, it just wouldn't magically refill their...
- Mon Oct 09, 2017 9:58 pm
- Forum: Implemented Suggestions
- Topic: Wire your own power poles..
- Replies: 6
- Views: 9363
Re: Wire your own power poles..
Just for anyone else who comes across this thread: You can remove individual wires by using the same wire (copper, red or green) between the two connected object. This doesn't use up a wire but doesn't return the removed wire either. This lets you change wiring without removing all the wires and red...
- Mon Oct 09, 2017 9:43 pm
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13372
Re: Remove robot charging cheat
I definitely agree that bots should only be charged via an actual charger.
I think a better solution would be that bots lose all battery when mined, so that there's no technical challenge of adding the data to the bots in inventory and you don't have to worry about stacking issues.
I think a better solution would be that bots lose all battery when mined, so that there's no technical challenge of adding the data to the bots in inventory and you don't have to worry about stacking issues.