Search found 178 matches
- Sat Oct 29, 2016 3:03 am
- Forum: General discussion
- Topic: Establishing a Perimeter
- Replies: 8
- Views: 3112
Re: Establishing a Perimeter
Biters migrate from existing bases to new positions. So, since the interior is clean, it will remain clean forever more.
- Fri Oct 28, 2016 6:23 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 63343
Re: Friday Facts #162 - Theme Art Again
I agree with the removal of the alien artifacts, but I definitely want the Biters to STAY around. KEEP THE BITERS. They add a sense of challenge and fun to the game. I think the biters need to be improved with: more types/variety more progression (more levels of difficulty, might be somewhat relate...
- Thu Oct 27, 2016 9:55 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50050
Re: Friday Facts #161 - Infinite Research and Blueprint Library
On infinite research...I'm generally against the idea. It's true that it's a resource sink, and the game does need more of those, but anything like bullet damage and such has effects on combat balance, potentially making it entirely trivial after a while. What I'd prefer to see are more scoring item...
- Thu Oct 27, 2016 9:48 pm
- Forum: Balancing
- Topic: Crafting speed too high?
- Replies: 9
- Views: 3258
Re: Crafting speed too high?
(Preface: all of this applies before blueprints are used) All of the inserters craft nearly instantly. With a mod like HandyHands, there really is no need to make an inserter production chain for building. Also, a single assembly plant 2 assembler can sustain building for a good long while. Maybe t...
- Wed Oct 26, 2016 3:54 am
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50050
Re: Friday Facts #161 - Infinite Research and Blueprint Library
I'm not sure I'd necessarily agree with more powerful radar. Having used the Big Brother mod, I've discovered that revealing too much territory can play havoc with the biter expansion behaviour. What could stand to changed is the random nature of the scanning. Right now, on an already-scanned area,...
- Mon Oct 24, 2016 5:45 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104132
Re: Friday Facts #159 - Research revolution
Are the new science pack recipes set in stone? I ask this because the High Tech science pack puzzles me. It already has 3 PUs which contain a total of 240 copper cables and a speed module which contains 49 copper cables, then you have to add another 30 additional copper cables. Is that just to have...
- Mon Oct 17, 2016 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Add Train-Logistics
- Replies: 47
- Views: 28215
Re: Add Train-Logistics
I like the idea of logistics trains. The only thing I'd like to add is the idea of telling the whole train that it's an iron train, or a copper plate train, or an electric/advanced circuit train. Setting each stack filter in every wagon sounds like it would be very tedious.
- Wed Oct 12, 2016 6:28 pm
- Forum: This Forum
- Topic: Anyway to increase the 10 posts per page display?
- Replies: 11
- Views: 3891
Re: Anyway to increase the 10 posts per page display?
Hm. What does Klonan say? I suppose it doesn't hurt to see more pages... this is 2016 after all... I will look at maybe increasing it to 20, depending on what the server statistic shows for the last couple months I'm curious about why this is a server setting, rather than a user configurable settin...
- Mon Aug 29, 2016 4:43 am
- Forum: Not a bug
- Topic: [Pending] [Oxyd] 2-stage Manual Crafting
- Replies: 5
- Views: 2068
Re: [Pending] [Oxyd] 2-stage Manual Crafting
This is one of those situations where two different sets of behaviors can be both expected and desirable. For example, if I want to make 20 inserters and 20 long-handed inserters, the current behavior means that I can be reasonably sure that I'll end up with both, rather than the later long handed i...
- Thu Aug 04, 2016 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10258
Re: Auto research queue
To clarify, it's not about automatically researching all technologies. It's about automatically queuing the prerequisite technologies for one particular technology. If I want, say, Automation 2, I'd like to be able to tell the game to research that, and if I don't have Electronics, it will automatic...
- Thu Aug 04, 2016 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10258
Auto research queue
Since Factorio can read a tech tree and display, it seems reasonable to me that you should also be able to select a late tech, and have the game automatically queue all unresearched prerequisites. For example, if you wanted to research Follower Robot Count 5 and only researched up to Follower Robot ...
- Thu Jul 14, 2016 3:03 pm
- Forum: Not a bug
- Topic: [0.13.8] Placing concrete opens entities
- Replies: 5
- Views: 1849
Re: [0.13.8] Placing concrete opens entities
If that's the case, should the concrete also be placed? It seems to me that only one of two things should happen. Either 1) the concrete is placed, or 2) the GUI is opened. The fact that both happens seems odd.
- Mon Jun 13, 2016 7:30 pm
- Forum: General discussion
- Topic: Why do inserters prefer far side of the belt?
- Replies: 9
- Views: 6708
Re: Why do inserters prefer far side of the belt?
If you watch inserters taking items from a belt that's using both lanes, you'll see that an inserter takes a little longer to grab an item from the near side of the belt. This is because it needs to retract a little to reach those items. Now, I don't know if they were designed that way for a reason,...
- Fri May 20, 2016 6:52 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71230
Re: Friday Facts #137 - The release scarecrow
Regular inserters also have a niche in this system, for those situations where throughput doesn't matter and you have power.
- Mon May 09, 2016 8:42 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71230
Re: Friday Facts #137 - The release scarecrow
Out of curiosity, what happens when a rapid inserter tries to move items that have a stack size less the inserter's stack bonus? Like, say, roboports? Will it move when it has a full stack of roboports, or will it wait until it has as many roboports as its stack size will allow? Also, what happens w...
- Sat Apr 09, 2016 3:34 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73411
Re: Friday Facts #133 - The train struggle
I don't envy the dev team the challenges of making the trains the same length in both directions. Whatever solution they come up with is still going to be a compromise... And to be honest, I much prefer the loader. It has clear uses in high throughput situations, while not being useful for loading o...
- Sat Mar 26, 2016 2:52 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 56419
Re: Friday Facts #131 - Roadmap shuffle
I like a lot of what I've read in this update, but there's one thing I'm curious about. Will trains be able to make decisions about which stations to visit without the player having to manually assign all of them? IE, if I want my trains to ship iron, can I tell them to visit stations that have a su...
- Mon Mar 21, 2016 7:54 am
- Forum: Gameplay Help
- Topic: Robots fill far away storage chests?
- Replies: 9
- Views: 7937
Re: Robots fill far away storage chests?
I would like a system like that for which roboport is used if a robot wants to recharge - distance and already waiting robots will be taken into account. How about the same for storage chest? Item will be stored in chests which already contain some of the item type, but only if they are not too far...
- Mon Mar 07, 2016 12:46 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 203885
Re: Friday Facts #128 - Back down to earth
I find the degree of controversy around loaders and unloaders to be interesting, given that I see a lot of differences between them and inserters that make each distinct in usage. Now, there are some assumptions that I'm making about how they'll work: They can only load/unload from chests and maybe ...
- Thu Dec 17, 2015 11:50 am
- Forum: General discussion
- Topic: Train car length changes depending on orientation?
- Replies: 95
- Views: 45155
Re: Train car length changes depending on orientation?
The latter causes the trains to look awkwardly stupid no matter how much one fiddles around with the sprites taken from the game. To solve the problem first the x and y axis have to be made identical and then the z-axis scaling matched to the one of everything else. That should actually fix the not...