Search found 12797 matches
- Sun Dec 01, 2013 12:01 am
- Forum: Ideas and Suggestions
- Topic: Few small suggestions.
- Replies: 9
- Views: 5892
Re: Few small suggestions.
Would be cool, if the switches showed their current positions... And you see the path you will take...
- Sat Nov 30, 2013 11:35 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149511
Re: RTS direction
For this who are like me don't be able to manage more than one type of capsule in a fight: it tooks me many lives to understand that all the other robots stuff is only distraction and confuses me with its little but important differences and the only robot which is always useful is the distractor. S...
- Fri Nov 29, 2013 11:22 pm
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 25032
Re: Friday Facts #10
Great idea to combine that with repair. ^^
Would it be possible to create the ghost buildings myself? And is it possible to "rebuild" a building which is ghosted by myself?
Would it be possible to create the ghost buildings myself? And is it possible to "rebuild" a building which is ghosted by myself?
- Fri Nov 29, 2013 10:54 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149511
Re: RTS direction
@Olix: Welcome!
This is part of an ongoing discussion.
The latest thread about it is here : https://forums.factorio.com/forum/vie ... f=5&t=1681
This is part of an ongoing discussion.
The latest thread about it is here : https://forums.factorio.com/forum/vie ... f=5&t=1681
- Fri Nov 29, 2013 10:21 pm
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 25032
Re: Friday Facts #10
And what abut the settings, resources and modules that were in the building before its destruction? Will they be restored or preserved in some way? I guess, but destruction means for me, it is destructed, gone, away, not more there. :) What might be restructed is the settings, hat should be easy. B...
- Thu Nov 28, 2013 10:17 pm
- Forum: Not a bug
- Topic: [0.7.5] Island Start
- Replies: 9
- Views: 10506
Re: [0.7.5] Island Start
I don't see any big issue against enabling the player to gain land. Not big amounts, only tile by tile. (*) How would it be to have always a big (or endless?) dirt-resource two tiles away from start? Could not be mined by miners/only the player can use it to dig dirt and put it into water to gain la...
- Thu Nov 28, 2013 12:22 pm
- Forum: Not a bug
- Topic: [0.7.5] Island Start
- Replies: 9
- Views: 10506
Re: [0.7.5] Island Start
Seems, that the player should be able to built a bridge/land from beginning.
- Thu Nov 28, 2013 11:20 am
- Forum: Implemented Suggestions
- Topic: Train better signal behavior
- Replies: 21
- Views: 12441
Re: Train better signal behavior
Cool! Neotix, those pics are very useful. Can I add them into the wiki? :) Sure Sorry, I have been looking more detailed and they need to be redone. But the ideas are good and I keep them. A wonderful task for the days between christmas and sylvester. And to the devs I repeat: It would be absolutel...
- Wed Nov 27, 2013 11:12 am
- Forum: Implemented Suggestions
- Topic: Train better signal behavior
- Replies: 21
- Views: 12441
- Tue Nov 26, 2013 11:29 pm
- Forum: Implemented Suggestions
- Topic: Train better signal behavior
- Replies: 21
- Views: 12441
Re: Train better signal behavior
@BurnHard: I see the trains in the end-game as a connection between your factories, like in OTTD between the cities/production-sites. @Neotix: And I also thought some times about "electric carts" like they are already used in some real factories... ... Do you know what? Like the cars in Mi...
- Mon Nov 25, 2013 10:58 pm
- Forum: Show your Creations
- Topic: 12 furnaces + beacon
- Replies: 17
- Views: 35321
Re: 12 furnaces + beacon
Would be cool, if factorio hat such a layer. Also useful for choosing blueprints or so.
- Mon Nov 25, 2013 10:47 pm
- Forum: Implemented Suggestions
- Topic: Train better signal behavior
- Replies: 21
- Views: 12441
Re: Train better signal behavior
See http://wiki.openttd.org/Signals#Block_signals Everything on this page and others about block-signals is valid for Factorio, too! The rest is what is wanted. I think I can speak for the devs, that this may take a while. Till then use circles (around a lake) or simple layouts. I think the rest of ...
- Mon Nov 25, 2013 11:01 am
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20946
Re: Combat system far too fast?
I agree with most things but this I have finished research for laser turrets and place them, because I spare a lot of time and resources. I got more than on occasion where biters started showing up well before I even finished the turret research. Hm. Perhaps this was, because I made my first steps ...
- Mon Nov 25, 2013 10:38 am
- Forum: Implemented Suggestions
- Topic: Train better signal behavior
- Replies: 21
- Views: 12441
Re: Train better signal behavior
Cool! Neotix, those pics are very useful. Can I add them into the wiki?
And to the devs: I suggest to add a similar highlightning of the block you stand nearest, because this will reduce many of those questions.
And to the devs: I suggest to add a similar highlightning of the block you stand nearest, because this will reduce many of those questions.
- Sun Nov 24, 2013 10:14 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20946
Re: Combat system far too fast?
I don't believe merging 3 different buildings into one is a good idea. This game revolves around modularity, where each piece does one task and only one. It is player task to orchestrate them into one working complex. Of course it isn't. But I don't won't to orchestrate 100-400 turrets. Not fun. It...
- Sun Nov 24, 2013 1:29 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20946
Re: Combat system far too fast?
Yes. Gun turrets. I thought a lot about them this morning. What I really don't like is to fill them by hand. I think this is the most unfair point, compared with lasers, because - I have to pre-produce the ammo at a time I don't have enough resources, - it takes some time to fill the turrets by hand...
- Sun Nov 24, 2013 4:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5] Train Schedule order
- Replies: 4
- Views: 13351
Re: [0.7.5] Train Schedule order
Or just to grep a station to the right place. ok, that's currently not part of development.
Well, if I had to choose, then add a station after the current selected. More intuitive.
Well, if I had to choose, then add a station after the current selected. More intuitive.
- Sat Nov 23, 2013 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: flickering big map
- Replies: 12
- Views: 6413
Re: flickering big map
Hm. I guess, then it won't be deterministic anymore. Perhaps the flickering can be reduced. Or the current chunk can be made visible, so that it is clear, that only one "radar network" powers that all...
- Sat Nov 23, 2013 9:59 am
- Forum: Gameplay Help
- Topic: solar day night cycle info needed
- Replies: 19
- Views: 16819
Re: solar day night cycle info needed
This is about the same I want to answer.
Works only, if played in peaceful mode. Otherwise a horde of constant attacks can easily drop you out. But yes, if there is a formula, how much cells needed, I would appreciate that.
Works only, if played in peaceful mode. Otherwise a horde of constant attacks can easily drop you out. But yes, if there is a formula, how much cells needed, I would appreciate that.
- Sat Nov 23, 2013 9:35 am
- Forum: Resolved Problems and Bugs
- Topic: Map creator ignores Map Settings
- Replies: 4
- Views: 1947
Re: Map creator ignores Map Settings
I would explain so: the terrain generation has some calculation inaccuracy. And to remove it, the generator first should calculate his inaccuracy, before he sets his terrain-limits and calculate the terrain.