I'll just leave it here :
viewtopic.php?t=64651
Search found 354 matches
- Wed Mar 06, 2019 9:34 am
- Forum: Ideas and Suggestions
- Topic: Advanced Nuclear fuel reprocessing
- Replies: 17
- Views: 4139
- Wed Mar 06, 2019 6:45 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 12108
Re: Better mechanism for hand building over ghosts before robots
Yeah, ghosts/copy-paste/blueprints are absolutely useless without bots. Game definitely lacks a way to materialize ghosts manually.
- Tue Mar 05, 2019 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 38978
Re: Offshore pump at start of game
I do agree that starting with electricity stuff available makes burner stuff feel even worse than it does from inability to recycle. The main reason for starting electricity are labs - currently research is impossible without electricity. Burning labs would be insanity. That's why I've made a sugge...
- Tue Mar 05, 2019 3:15 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7202
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
I also get your point. And you are right, it is more correct (more professional) to use roboports network. But for casual players like me personal roboport is a very handy thing. Also it requires time and resources to setup roboport network and fill it robots. It better fits to megabases. Personal r...
- Tue Mar 05, 2019 2:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7202
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
In construction I heavily rely on personal roboports, also in peaceful playthroughs. I can't imagine base building without personal roboports, legs and reactors. "Place stationary roboport when you need to build something" is like making "Lazy bastard" achievement: if you need to...
- Tue Mar 05, 2019 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 38978
Re: Offshore pump at start of game
I suggest to introduce steam power a little later in the game, and add another initial source of electricity - offshore mill. Requires nothing, produces ~100-200kw power. Thus first offshore pump could be powered with it. I would like to make game start smoother, reduce the amount of starting recipe...
- Tue Mar 05, 2019 6:47 am
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30685
Re: Invert Landfill
Adding the ability to arbitrarily create water anywhere is kinda questionable, but I'm still a big fan of either A: the ability to remove landfill and restore water B: the ability to make some kind of metal platform over water B1: Metal platform is removable B2: Both structures requiring water and ...
- Mon Mar 04, 2019 7:17 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Allow toolbar to select "scales" of items
- Replies: 3
- Views: 1192
Re: [0.17.x] Allow toolbar to select "scales" of items
No. I want to control what item I'm using:
- Sometimes I want to use not a top-tier item.
- If top-tier items ran out, I don't want to use lower-tier items.
Some items might have non-linear progression (inserters).
- Sometimes I want to use not a top-tier item.
- If top-tier items ran out, I don't want to use lower-tier items.
Some items might have non-linear progression (inserters).
- Mon Mar 04, 2019 7:12 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7202
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
I agree with OP. Military development of player's suit must be separated from construction one.
- Sat Mar 02, 2019 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Red/green circuits balance
- Replies: 9
- Views: 1505
Re: Red/green circuits balance
Many players like logistic network. But it is stills buried deep in the tech tree.Ranakastrasz wrote: ↑Fri Mar 01, 2019 3:06 pmRail signals, no. We kinda need those for people who like early trains.
It is a question of balance and better progression pace.
- Sat Mar 02, 2019 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5306
Re: Reduce range between small/med pole
If your need full coverage in dense area you should place poles manually. Poles drag-placement is used to cross large empty areas.
- Sat Mar 02, 2019 5:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Power pole graphics feedback
- Replies: 3
- Views: 1290
Re: [0.17] Power pole graphics feedback
New power poles sprites are terrible. I like most of new HD graphics, but definitely not these ones.
In 0.16 Power poles were nearly coolest looking buildings.
In 0.16 Power poles were nearly coolest looking buildings.
- Fri Mar 01, 2019 8:19 pm
- Forum: Ideas and Suggestions
- Topic: 0.17 Laser turret shooting speed
- Replies: 10
- Views: 3077
0.17 Laser turret shooting speed
What ?
For Laser turret replace Shooting speed and Damage with Damage per second and remove Laser turret shooting speed upgrades.Why ?
Shooting speed does not make sense for continuous beams.- Fri Mar 01, 2019 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Red/green circuits balance
- Replies: 9
- Views: 1505
Re: Red/green circuits balance
Realistic maybe, but.... Nobody is going to like electric vs electronic. They are too similar, and bla bla bla. Nobody in my gaming group calls them by their names. Its Green red and blue circuits. Topic isn't only about names, but about essences and respective changes. Inspired by FFF-275 - 0.17 S...
- Fri Mar 01, 2019 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Sudgestion for the world in Factorio
- Replies: 4
- Views: 851
Re: Sudgestion for the world in Factorio
Biters are less active during winter, but breed intensively during spring... I like this idea, but:
- Seasons (especially winter) will be VERY graphics-heavy.
- 1 game day lasts for ~7 minutes. How many days in 1 year on this planet?
- Fri Mar 01, 2019 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Red/green circuits balance
- Replies: 9
- Views: 1505
Red/green circuits balance
Hi, factorians! First of all, I think it is incorrect to call green circuits "Electronic". It represents not electronic, but electric technology. Thus I suggest to rename Electronic circuit Advanced circuit Processing unit into Electric circuit Electronic circuit Processing unit This names...
- Fri Mar 01, 2019 1:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Slow start, manual research
- Replies: 7
- Views: 1990
- Fri Mar 01, 2019 10:44 am
- Forum: Ideas and Requests For Mods
- Topic: Slow start, manual research
- Replies: 7
- Views: 1990
Slow start, manual research
Here are lots of suggestions and mods about skipping first ~hour of a game, give more initial resources and techs to go big immediately. I've just started marathon game and realized that I want an opposite option - slow start. It will extend burning stage and make transition to electricity a signifi...
- Fri Mar 01, 2019 9:40 am
- Forum: Ideas and Suggestions
- Topic: "Cancel" on research sounds like the progress will be lost
- Replies: 8
- Views: 2468
Re: "Cancel" on research sounds like the progress will be lost
It is surprise for me. I was sure progress gets lost.
- Fri Mar 01, 2019 7:31 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Item count in hand
- Replies: 15
- Views: 3175
Re: Suggestion: Item count in hand
Actually, the new quickbars show how many items you have total, even if that is larger than 1 stack of that item. Pretty good UI IMO Quickbar - yes, hand - no. I think hand should show the same number as quickbar does - total amount. After all, player could use item directly from inventory, but sti...