Wow.
Coming to a company's personal forums to make a post saying "come play this instead" is just...
Wow.
(Also, it doesn't appear your game has blueprints, so that's an instant fail)
Search found 409 matches
- Fri Apr 19, 2024 7:21 am
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 3
- Views: 118
- Wed Apr 17, 2024 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 308
Re: Burrowed Worm Graphics should be Updated.
Do artillery shells have a damage dropoff?ChefOfRamen wrote: ↑Wed Apr 17, 2024 1:05 pmNope, they have the same health as big worms. It's only the biters+spitters that take multiple shots to kill.
- Wed Apr 17, 2024 7:49 am
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 308
Re: Burrowed Worm Graphics should be Updated.
Behemoths still take 2 shots to kill in vanilla, pretty sure.
Might be only if you're trying to use shells efficiently and aiming between worms?
Might be only if you're trying to use shells efficiently and aiming between worms?
- Mon Apr 15, 2024 4:25 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
Re: More range on the speaker
Yeah, glissando won't sound perfect (can't do that with MIDI-equivilents) but will sound better. The common ones are the "Scientific Pitch Name" and the frequency. Musicians talk in scientific pitch name, oddly enough. As for representing frequencies in low-precision numbers, you want to t...
- Mon Apr 15, 2024 10:51 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
Re: More range on the speaker
hehe hehehe he yes i get it hehe heehe Thank you for your attention:) I have attempted to use the violins from the mod linked earlier, and found it difficult, more than using percussion , in that i think it sound much more familiar to hear percussion played as series of notes spaced apart from each...
- Mon Apr 15, 2024 9:09 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
- Sun Apr 14, 2024 11:29 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
Re: More range on the speaker
If the factorio sound engine could do stuff like that, then the better speaker mod would be a tenth the size it is, and /base wouldn't include sound files for square or saw. And just to avoid a misconception: "Full grand piano range" isn't talking about the instrument, it's talking about t...
- Sat Apr 13, 2024 6:40 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
Re: More range on the speaker
The reason for expanding to full range before adding more instruments is that we can mostly fake most instruments with the ones we have so far, but like you said, we're missing notes. The reason for full grand piano range first is because that covers everything except the ultra-bass instruments, and...
- Sat Apr 13, 2024 12:49 am
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 16
- Views: 660
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Fri Apr 12, 2024 6:59 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 610
Re: More range on the speaker
The ideal priority order for programmable speaker improvements is (imo): Technical improvements that we can't mod in. Then expanding all current tonal sounds to a full grand piano range (A0 to C8) as CyclicSounds. Then adding the missing instruments from the MIDI spec with their full ranges (also as...
- Fri Apr 12, 2024 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 16
- Views: 660
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Thu Apr 11, 2024 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 16
- Views: 660
Re: Let construction robots place items that were just deconstructed nearby
Maybe by having the bots pausing for some seconds after deconstructing, to see if you paste the items you've just cut? I don't think those extra seconds before they head back to the mall to drop their load if you don't paste the recently removed items will make a significant difference. Or if cut w...
- Thu Apr 11, 2024 11:53 am
- Forum: Ideas and Suggestions
- Topic: Future plan Suggestion: factorio + starcraft
- Replies: 3
- Views: 666
Re: Future plan Suggestion: factorio + starcraft
Someone's already done this in full: https://mods.factorio.com/user/heyqule
- Tue Apr 09, 2024 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Train Length Limit Sign
- Replies: 2
- Views: 240
Re: Train Length Limit Sign
I'd rather they make this a feature of the current normal rail signal (which can be forced red by the circuit network already). And circuit-controlled. Because then we can do stackers that can safely stack 2 1-4s or a single 1-9 with it. --- I'm pretty sure we can build something complicated and err...
- Tue Apr 09, 2024 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 16
- Views: 660
Re: Let construction robots place items that were just deconstructed nearby
I have a feeling that if this were easy they've already have it in 2.0.
...
Do they already have this in 2.0?
...
Do they already have this in 2.0?
- Tue Apr 09, 2024 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Seasons in Factorio
- Replies: 6
- Views: 1186
Re: Seasons in Factorio
Oh gods no. Just get into the speedrunning community if you want something like this. They're not going to bite you. Or Biter Battles. They do exactly what you're talking about. The modifiers you're talking about already exist. Factorio isn't an MMO or a MUD. It's a single-player puzzle game with co...
- Tue Apr 09, 2024 8:00 am
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 4528
Re: show different appearance to blacklist/whitelist icons in alt mode
Ooh, that's a good point! Empty whitelist is effectively disabled.SteelWolf300 wrote: ↑Wed Jan 17, 2024 6:11 pmOne shower thought later and it occurred to me that the block indicator (red circle) should probably be reversed between whitelist/blacklist when no item is specified.
- Mon Apr 08, 2024 6:53 pm
- Forum: Ideas and Suggestions
- Topic: More Signals, cable colors
- Replies: 3
- Views: 1279
Re: More Signals, cable colors
no need to change the combinators, they would still use only 2 different colors at a time in input How would you tell a combinator that it's inputs are Teal and Blue instead of Red and Green? Where would you put the extra colours on small power poles? Two colours are plenty. What we really need it ...
- Sun Apr 07, 2024 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Automate Biter clearing - Robot army
- Replies: 11
- Views: 543
Re: Automate Biter clearing - Robot army
Artillery requires expanding your rail network It really doesn't. You can build static artillery and feed them by any logistic method. There's also mods that lets you put combat robots in your artillery shells. Combo that with an early artillery mod and an artillery reskin and you should have what ...
- Sat Apr 06, 2024 9:27 pm
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 876
Re: What if Lubricant was needed for the big mining drill?
Can the big drill run two fluid inputs?