Search found 39 matches
- Sun Sep 16, 2018 3:57 am
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6319
Re: make hand-crafting only possible when stationary
Thats a great idea. And you can mitigate the tediousness by giving the player one or two assemblers for free at the beginning. That would instantly make it obvious how valuable the automation is.
- Sat Sep 15, 2018 5:29 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116467
Re: Friday Facts #260 - New fluid system
From a software dev with 20 years of experience: To all people that think they know or can estimate the performance of the result: You have no clue if you haven't run the benchmarks. Especially on current CPUs it's hard to impossible to predict. And you forget, that the algorithm Dominik implemented...
- Thu Sep 13, 2018 11:51 am
- Forum: General discussion
- Topic: Choosing train and track sizes
- Replies: 70
- Views: 30141
Re: Choosing train and track sizes
I don't have that much experience with trains yet. But if you can afford it, maybe having 2-x trains right from the start could be beneficial. As you don't have to redesign the stations later? You could also circumvent the train questions by using yellow belts everywhere! People are ignoring them wh...
- Wed Sep 12, 2018 9:39 am
- Forum: Gameplay Help
- Topic: Storage Chest Logistic Filter: Bug or "Feature"?
- Replies: 14
- Views: 11334
Re: Storage Chest Logistic Filter: Bug or "Feature"?
If garbage again starts showing up on my belts (fed by inserters from my filtered chests as my mechanism to return logistic trash to good use during the early game) I will know that I hit the weird condition, and if I get the error I will know that it is definitely fixed. Maybe, if you don't use mo...
- Wed Sep 12, 2018 8:26 am
- Forum: Gameplay Help
- Topic: Storage Chest Logistic Filter: Bug or "Feature"?
- Replies: 14
- Views: 11334
Re: Storage Chest Logistic Filter: Bug or "Feature"?
- At first the filtered item goes to the filtered chest and everything else to the unfiltered storage chest. But once the unfiltered one fills up... the wrong items start flowing into the filtered chest I can not reproduce that. I setup a single roboport. Put some logistics bots in it. Put down 2 s...
- Mon Sep 10, 2018 9:00 am
- Forum: General discussion
- Topic: Vanilla mine/train/smelter strategies - what and why?
- Replies: 28
- Views: 21613
Re: Vanilla mine/train/smelter strategies - what and why?
- No rail tunnels (I hope they have this for 0.17 and surprise us with it) Actually I would love rail bridges. I remember the good old times when I dumped a 2 or 3 digit amount of hours into OpenTTD, building rail networks. Building the junctions were the most fun part. Bridges would allow for more...
- Mon Sep 10, 2018 6:46 am
- Forum: General discussion
- Topic: Vanilla mine/train/smelter strategies - what and why?
- Replies: 28
- Views: 21613
Re: Vanilla mine/train/smelter strategies - what and why?
4) Smelt everything on site (see Attachment). I always see some dedicated lines for smelting in other bases. But I tried to build a base based on this technique. Using dedicated modules for assembling main items like Science Packs. The advantage is, that it is fun to build these assembly islands in ...
- Thu Sep 06, 2018 6:38 pm
- Forum: Balancing
- Topic: Laser turrets shouldn't be so spammable
- Replies: 7
- Views: 3794
Re: Laser turrets shouldn't be so spammable
It would be interesting to have a big central laser generator and you have to route the beam using mirrors around your base. All with running into beam kills you and with underground optic mirrors. You could alsl route it into a steam generator optionally. And the turrets would just be autonomous mi...
- Thu Sep 06, 2018 6:02 am
- Forum: Balancing
- Topic: Laser turrets shouldn't be so spammable
- Replies: 7
- Views: 3794
Re: Laser turrets shouldn't be so spammable
One could argue that the whole point of Factorio is to spam everything. It's always about "more" and "faster" and dealing with the complexity it brings. When I moved from normal gun turrets, which were spammed around the outer wall of my base to laser turrets, I had to beef up my...
- Fri Aug 31, 2018 12:34 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60656
Re: Friday Facts #258 - New autoplace
With Oil patches being excluded from the Starting Area you guys should think about making Coal Liquefication accessible earlier, even before regular Oil industry and without the need of back-feeding heavy oil. Simply because of how oil patches will become a gamble. As I understood it, Oil patches s...
- Thu Aug 30, 2018 10:37 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 4012
Re: Expand Tutorial Mode into Blueprint Editor
Along with the requested creative mode also implement some kind of infinite ore source. Either make patches quickly placeable in the tutorial, or some kind of infinite ore/item provider/miner where you can configure the ore/item which should be generated, please with a rate (like 10/m). So we could ...
- Sun Aug 26, 2018 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Mnemonic shortcuts for items
- Replies: 3
- Views: 1272
Re: Mnemonic shortcuts for items
Have you tried the "q" key bind, that selects the item you point at with your cursor from your inventory?
- Sat Aug 25, 2018 12:57 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50306
Re: Friday Facts #257 - NPE/Campaign update
In one of the friday facts it was mentioned that the player can go either production science or high tech science since you still need both to finish the game i still don't get this statement. There is not one way or the other, you still need everything to go on. When I first played it, it presente...
- Fri Aug 24, 2018 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Plant and grow trees
- Replies: 9
- Views: 4129
Re: Plant and grow trees
In b4 someone explains there is a mod for that... I like the idea however, and when I started playing Factorio some weeks ago I wanted to do exactly that. That and put pollution filters into the smelters.
- Wed Aug 22, 2018 8:54 am
- Forum: Ideas and Suggestions
- Topic: Highlight missing component
- Replies: 3
- Views: 1619
Re: Highlight missing component
Yes, great idea. I would also love to see statistics for each ingredient at which rate it arrived at that assembly machine.
- Fri Aug 17, 2018 8:38 am
- Forum: Show your Creations
- Topic: Spaghetti modules
- Replies: 1
- Views: 2597
Spaghetti modules
I like to build small modules that don't require too much space and too many inputs and are mostly optimized for size. This is the recently created solar cell/accumulator module, that also stores overflown batteries and solid/rocket fuel. It's not optimized for speed or throughput, but if I want to ...
- Tue Aug 14, 2018 9:09 am
- Forum: Ideas and Suggestions
- Topic: Bi-Directional Belts
- Replies: 3
- Views: 1410
Re: Bi-Directional Belts
Oh yes, and bi-directional splitters please too. So that you can split from/to any combination of bi-directional and one-directional belts.
- Fri Aug 10, 2018 7:46 pm
- Forum: General discussion
- Topic: Speedrunning category step% now official
- Replies: 17
- Views: 8534
Re: Speedrunning category step% now official
Maybe because not everyone who wants to see the run has the game to play the record?Gergely wrote:Why? Why is an in-game recording not enough? It's the most efficient way to record.Schorty wrote:β’ Submissions require a video.
- Wed Aug 08, 2018 6:49 am
- Forum: Ideas and Suggestions
- Topic: Allow updating blueprints and keeping existing icons
- Replies: 14
- Views: 3655
Re: Allow updating blueprints and keeping existing icons
I would also like an improved blueprint update workflow. Currently I have a cheat world where I build and improve my blueprints. But there is no easy way to recapture the changes. Another thing, that makes things harder to update, is the blueprint creation workflow for blueprints that end up in a bo...