Search found 207 matches
- Sat Feb 11, 2017 11:48 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 61538
Re: Add SRV Record support
+1 please add this feature! I'm planning on setting up a server hosting service and this would defiantly make it easier for my users to connect to their servers.
- Fri Feb 03, 2017 5:06 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 43540
Re: Version 0.14.22
The network issue was fixed? What was the issue if you don't mind me asking
- Fri Jan 13, 2017 6:05 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 88591
Re: Friday Facts #173 - Nuclear stuff is almost done
What would be neat would be actual offshore pumps, floating on a barge with above-water pipes to cover more surface area. Along with that, I'd like larger pipes to pump more water to your power plants. Also support side-by-side pipes to prevent merging.
- Fri Jan 13, 2017 5:21 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 88591
Re: Friday Facts #173 - Nuclear stuff is almost done
Meltdown could mean: 1 reactor is running 2 someone disconnects power line to factory (=0 load) ... 3. Circuit detects impending meltdown 4. Triggers Power switch to overflow accumulators 5. Reactor power down sequence initiated Come on, "tickling the dragon's tail" could be loads of fun....
- Fri Jan 13, 2017 4:08 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 88591
Re: Friday Facts #173 - Nuclear stuff is almost done
I'm disappointed that you've decided to drop the cooling towers and stuff, I think it would've made the process much more interesting. Even if it has a huge jump in complexity, you should still be able to use steam engines to process the generated steam, but they wouldn't be nearly as efficient as t...
- Fri Nov 18, 2016 5:11 pm
- Forum: Implemented Suggestions
- Topic: Disable stations by circuit control
- Replies: 18
- Views: 10829
Re: Disable stations by circuit control
Thanks so much!Twinsen wrote:This was implemented in 0.15.0. Just wait patiently for the next experimental major version
You can disable a station and the train will skip disabled stations in it's schedule. If there is only one station enabled in the schedule, it will wait at that station.
- Fri Nov 04, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Transporting Power in Bateries
- Replies: 3
- Views: 2099
Re: Transporting Power in Bateries
I'm sure there have been some mods, that packed energy in accumulators and vice versa. I think in 0.12. So this is already possible. There are also ideas for having accumulator wagons to transport energy in that way and for electrified trains. Electric trains would be interesting, but I'd expect th...
- Fri Nov 04, 2016 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Transporting Power in Bateries
- Replies: 3
- Views: 2099
Transporting Power in Bateries
Currently, you must have a direct connection to an outpost via power line to be able to power it (unless you setup a power station there which requires much effort). I suggest that you should be able to store energy in batteries, and transport these around. I know you can put power lines in rail blu...
- Mon Oct 31, 2016 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4569
Re: Low Ammo Notification
I would think it's better to just use combinators. You could connect a lamp to the circuit network and have it turn red when the ammo is low and green when it's full. I think it's best to just give gun turrets a constant supply of ammo using belts or trains. You never want to be low on ammo, and it...
- Sat Oct 29, 2016 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Re: Change wire to have a "durability"
The "Ring-Menu" was also my first thought. Removing wires/cables works currently by placing it over an existing wire/cable. It makes sense to keep it like so... You mentioned in your post: not intuitive (to delete a wire you need to connect the same wire Why do you now want to keep it tha...
- Sat Oct 29, 2016 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Re: Change wire to have a "durability"
So we speak here not only from wires (circuits) but also cables (electricity). I just want to discuss again https://forums.factorio.com/viewtopic.php?f=80&t=30845 About Cables and Wires / Make Wires Free / Power Poles Contain Cables In my opinion (and that is also reflected in the links in that...
- Fri Oct 28, 2016 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Re: Change wire to have a "durability"
If it was implemented as durability, would the distance between power poles / circuit connectors determine the amount of wire used? Or would it be a fixed amount of wire regardless of distance? I agree that spools of wire make more sense, but think durability is the wrong term. Maybe a spool would ...
- Fri Oct 28, 2016 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Re: Change wire to have a "durability"
Hm. When I read it right he means, that there is a tool to drag wires instead of using wire-items. And that topic fits exactly to the linked page I posted above.(*) (*) I ask me sometimes, why I make links to similar threads and lists of similar threads. Hmm, a tool would be interesting, something ...
- Fri Oct 28, 2016 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Re: Change wire to have a "durability"
Hrm, not convinced by this idea. For me durability is a property of a mining tool, not a refined resource (like wires). I don't see how durability would add anything to gameplay - you can already hold a stack of wire and once that stack is used it will replenish from main inventory if you have wire...
- Thu Oct 27, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Change wire to have a "durability"
- Replies: 14
- Views: 4804
Change wire to have a "durability"
I tend to use up all my wire quickly, especially when building combinator circuits. It would be nice if it was possible to place down many wires with the same item, it would just loose "durability" when I do.
- Tue Oct 25, 2016 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4569
Re: Low Ammo Notification
10 is the number of magazines, that are loaded by default, when you load it with inserters. 1/3 is then 3 (or 4) magazines. Well. I cannot speak for others, but in the early game my turrets would be always alert with that setting. That's the reason why I think this is not so easy: Cause everyone pl...
- Tue Oct 25, 2016 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4569
Re: Low Ammo Notification
Not half as complex. Just define an arbitrary number below 50%. 1/3rd would be a good compromise. It means "slowly coming to an end" - and seriously, this normally means either I am in the field (and dropping turrest) - or my feed mechanism is not working/ammy supply chest is empty. I thi...
- Tue Oct 25, 2016 11:39 am
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4569
Re: Low Ammo Notification
What is "low on ammo?" Please define that more exactly, cause for me it is when there is one magazine left, for others it's maybe 10. It depends also on the stage you currently are. It depends on how often a gun turret is attacked. It depends on, what type of biters are attacking etc. The...
- Tue Oct 25, 2016 2:40 am
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4569
Low Ammo Notification
Currently, gun turrets only show the error symbol when they are out of ammo, it would be nice if there was a similar symbol (maybe yellow instead) to indicate that it's low on ammo.
Not sure, but maybe if a similar feature would be implemented for player guns, grenades, etc.?
Not sure, but maybe if a similar feature would be implemented for player guns, grenades, etc.?
- Mon Oct 17, 2016 10:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Chemical Plant/Refinery input/output overlays get darker
- Replies: 4
- Views: 2889
Re: [Rseding91] Chemical Plant/Refinery input/output overlays get darker
Yes, this is likely the issue.The Eriksonn wrote:I belive it is because when you hover without alt info it shows the liquid inputs, and witdh alt info it does it again, so that makes 2 at once=darker