The thread's title is evidence to the contrary.FLTgaming wrote:I am a english speaking person…
Search found 294 matches
- Tue Aug 11, 2015 5:48 pm
- Forum: Multiplayer
- Topic: Looking for soneone to play multplayer with
- Replies: 2
- Views: 6442
Re: Looking for soneone to paly multpalyer with
- Tue Aug 11, 2015 11:41 am
- Forum: Gameplay Help
- Topic: How to base defense?
- Replies: 13
- Views: 21010
Re: How to base defense?
Yeah that sounds like something got broken. Biters will very rarely sprint for short distances if they got lost with their path finding, but in a normal game you shouldn't even notice that. The desert definitely makes things harder, with no trees absorbing the pollution. Still, this sounds like some...
- Tue Aug 11, 2015 4:35 am
- Forum: Gameplay Help
- Topic: How to base defense?
- Replies: 13
- Views: 21010
Re: How to base defense?
This surprises me, I've never found defence particularly challenging, especially on normal settings. However I did notice that you're playing with mods, judging from your map screenshot. From your description I'm almost positive that there have to be some in there that rebalance the enemies to be a ...
- Mon Aug 10, 2015 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] Personal roboport grabs from toolbelt
- Replies: 9
- Views: 8486
Re: [0.12.3] Personal roboport grabs from toolbelt
@kovarex Since there has been a discussion about bots taking away stuff already I'm not sure if it's been mentioned: Could you forbid them from using item the player is currently holding in his hand? So at least the stack I'm using to tell them where to put the rest is safe.
- Sun Aug 09, 2015 4:11 pm
- Forum: Show your Creations
- Topic: (Something with train) Is Boring and Inefficient
- Replies: 28
- Views: 26726
Re: (to be changed by the creator) Is Boring and Inefficient
@azurelinctus I don't know why you're so annoyed by what I wrote. I'm not telling you how to build your factory, just how I build mine. I think tracks laying side by side look better because it's closer to realism. If your style of playing centers solely around functionality that's fine, mine involv...
- Sun Aug 09, 2015 2:45 am
- Forum: Not a bug
- Topic: [0.12.0] Smaller Box Replacement Dumps
- Replies: 4
- Views: 4556
Re: [0.12.0] Smaller Box Replacement Dumps
How exactly is that intentional? It should be simple enough to transfer the surplus items into the players inventory and, if they don't fit, refuse the chest replacement.Rseding91 wrote:That's a designed feature not a bug.
- Sat Aug 08, 2015 3:25 pm
- Forum: Not a bug
- Topic: [0.12.1] Personal roboport doesn't work as expected
- Replies: 40
- Views: 21861
Re: [0.12.1] Personal roboport doesn't work as expected
I think this suggestion is really simple to implement and will increase usability a lot: https://forums.factorio.com/forum/viewtopic.php?f=6&t=14598 And I did also a suggestion: https://forums.factorio.com/forum/viewtopic.php?f=6&t=14632 Those sound both way to complicated. Roboports so far...
- Thu Aug 06, 2015 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Highlight depleted miners
- Replies: 8
- Views: 2686
Re: Highlight depleted miners
Look guys I'm not looking for something complicated here. There are obviously already ways to distinguish depleted miners, but they aren't that convenient. The map isn't really useful on a small scale. Still-standing miners can have other reasons (backed up output). I'm just asking to make the indiv...
- Thu Aug 06, 2015 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Highlight depleted miners
- Replies: 8
- Views: 2686
Highlight depleted miners
A common chore while playing especially in the middle and end game is finding and removing depleted miners so they can be re-used elsewhere. In a large ore patch they can be a little hard to spot which makes the whole affair quite tedious. I suggest adding one of those little warning triangles to de...
- Thu Aug 06, 2015 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Don't replace healthy destroyer bots
- Replies: 4
- Views: 1357
Re: Don't replace healthy destroyer bots
Ah, now I get it. Sorry for my remark.
I didn't know about the number turning green, so thanks for the tip (in fact I've never even noticed that number). I guess that helps, although I think I'd still prefer to have it actually block further spawns if they are clearly not necessary.
I didn't know about the number turning green, so thanks for the tip (in fact I've never even noticed that number). I guess that helps, although I think I'd still prefer to have it actually block further spawns if they are clearly not necessary.
- Thu Aug 06, 2015 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Don't replace healthy destroyer bots
- Replies: 4
- Views: 1357
Re: Don't replace healthy destroyer bots
Read all of my post…
- Thu Aug 06, 2015 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Don't replace healthy destroyer bots
- Replies: 4
- Views: 1357
Don't replace healthy destroyer bots
Combat robots have a spawn cap which is determined by the players progress in the “Robot Follower Count N ” research line. The wiki has the exact numbers . What I didn't realize until I just played a new game and finally got to destroyer capsules is, that if you spawn more bots than your current max...
- Thu Aug 06, 2015 3:09 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37342
Re: Source management and Licensing for Mods
@Cooolaid: Like ratchetfreak explained, the source of all mods is available within the mod itself. Lua is a scripting language, you can just open the zip-files and read them. What I explained in the opening post is, that this is very tedious and there are more convenient ways to make your code acces...
- Thu Aug 06, 2015 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Manual Toggle Combinator
- Replies: 7
- Views: 4148
Manual Toggle Combinator
I played around with combinators for the first time today, so bear with me if I overlooked something obvious. Combinators allow complicated automation but so far only based on events occurring in the game (like a resource running out). I think it would be practical to have a simple interaction mecha...
- Wed Aug 05, 2015 10:14 pm
- Forum: Duplicates
- Topic: [0.12.2] Construction bots waiting for deconstruction
- Replies: 1
- Views: 3308
[0.12.2] Construction bots waiting for deconstruction
I've had this happen many times now and I'm surprised I couldn't find any previous complaints about it, so here's mine. I'd consider it a bug, but you may also call it “non-smart behaviour”. :D Since one of the more recent updates, blueprints can be placed on top of things that are marked for decons...
- Tue Aug 04, 2015 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 19045
Re: Request blueprint materials from logistic system
I like this idea a lot. You could just place a blueprint in the request slot and instead of getting more of the same blueprint delivered you just get N times the ingredients for that blueprint. Since there is hardly any point to actually requesting more of the same blueprint (as it would work curren...
- Mon Aug 03, 2015 7:34 pm
- Forum: General discussion
- Topic: I launched the space shuttle...
- Replies: 2
- Views: 5133
Re: I launched the space shuttle...
Yup, satellite already exists. If you put it in the rocket you'll get the “you won!!1” pop-up after launch. No space platforms yet though, that's for 0.13.
- Mon Aug 03, 2015 7:24 pm
- Forum: Balancing
- Topic: [0.12.1] Basic Modular Armor should not use Processing units
- Replies: 8
- Views: 16019
Re: [0.12.1] Basic Modular Armor should not use Processing units
I agree with the reasoning.
Also I'm currently in a new game and slowly getting annoyed with how long it takes until I can use the personal roboport. It's one of the greatest recent additions in the game and yet you have to wait until you're practically done.
Also I'm currently in a new game and slowly getting annoyed with how long it takes until I can use the personal roboport. It's one of the greatest recent additions in the game and yet you have to wait until you're practically done.
- Mon Aug 03, 2015 1:56 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181184
Re: [0.12.x] RSO Discussion thread
I recently started a new world, my first with RSO. I have only vanilla ores and I left everything on normal except for biter bases (high). I was quite surprised by how rare both ores and aliens are with these settings, but that's actually fine. However I've been exploring quite a large area now and ...
- Sat Aug 01, 2015 2:40 pm
- Forum: Spread the Word
- Topic: Factorio screenshot submissions
- Replies: 24
- Views: 46232