Search found 1669 matches
- Sun Aug 16, 2015 3:27 pm
- Forum: General discussion
- Topic: Aliens attacking with no polution
- Replies: 13
- Views: 15038
Re: Aliens attacking with no polution
Ratchetfreak nailed it. Biters will make random expansion attempts, which can reach into polluted territory. They will usually attack outright (giving the impression of very rare attacks), but they can also make bases that you won't know about until either the radar blips it or you inspect first hand.
- Sun Aug 16, 2015 1:11 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15635
Re: Piercing rounds recipe should include regular rounds
If resources are infinite, how is increasing the cost of something going to improve balance? The only thing that matters is the relative cost between various goods. Items that give better results for less effort are better than items that give weaker results for more effort. It's a pretty simple equ...
- Sun Aug 16, 2015 1:46 am
- Forum: Ideas and Requests For Mods
- Topic: Personal Rail Car
- Replies: 4
- Views: 6927
Re: Personal Rail Car
Is this something where a player has "skates" that allow him to ride the rail system, or is it a special type of vehicle that basically has infinite fuel? Another possibility is to have an armor module that automatically loads or spawns fuel while inside a train.
- Sun Aug 16, 2015 1:34 am
- Forum: Ideas and Suggestions
- Topic: Damage Effects
- Replies: 12
- Views: 3738
Re: Damage Effects
If you have unique icons for every level of damage, yes.but it'll increase the art that needs to be done by a order of magnitude
But stuff like fire and smoke effects can work across multiple things.
- Sat Aug 15, 2015 12:29 pm
- Forum: Gameplay Help
- Topic: boiler wont work
- Replies: 6
- Views: 9111
Re: boiler wont work
Looks legit. Boilers will idle once their water hits 100C. Steam engines will not consume hot water until something needs power. Pretty much everything in factorio will safely idle when it is not needed.
Build some factory to use that power.
Build some factory to use that power.
- Thu Aug 13, 2015 4:10 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15635
Re: Piercing rounds recipe should include regular rounds
but have the advantage that regular amo that already exists doesn't go to waste. But that SMALL upside costs triple the downside in terms of hassle, resource costs and time. It is literally better to just let the obsolete tech go to waste. Throw low tech bullets into a turret somewhere and let it b...
- Thu Aug 13, 2015 4:06 pm
- Forum: General discussion
- Topic: Should logistic bots be necessary?
- Replies: 21
- Views: 13755
Re: Should logistic bots be necessary?
If the chest has room for two inserters, why not use two inserters? Seems a waste of space to not max out the goods.
- Thu Aug 13, 2015 4:00 pm
- Forum: Ideas and Suggestions
- Topic: IDEA: Interserter Lane Choice
- Replies: 4
- Views: 2598
Re: IDEA: Interserter Lane Choice
Inserters will only harvest the resources needed to feed their assembler. Smart inserters will only grab the resources you allow them to, and for more advanced users will only grab them WHEN you want them to. Inserters will always deposit resources on the far side of a belt, and always the same side...
- Wed Aug 12, 2015 3:02 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15635
Re: Piercing rounds recipe should include regular rounds
SMG ammo eats through resources super fast. Making the recipe even more expensive (adding yellow ammo practically doubles the already rough crafting time) isn't a particularly nice idea. Try to focus your nerf posts against the strongest aspects of the game, OP. Like everyone knows that shotgun ammo...
- Tue Aug 11, 2015 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Bot central
- Replies: 9
- Views: 3578
Re: Bot central
I think it can be summed up in one obscure quote:
"Perfection is when nothing more can be taken away."
TLDR: Less fluff more stuff.
"Perfection is when nothing more can be taken away."
TLDR: Less fluff more stuff.
- Tue Aug 11, 2015 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Use personal bots automatically when out of build range
- Replies: 15
- Views: 6157
Re: Use personal bots automatically when out of build range
The simplest answer is that instead of having the build attempt fail out of range, it just places a blueprint instead.
- Sun Aug 09, 2015 5:18 pm
- Forum: Show your Creations
- Topic: My little factory
- Replies: 13
- Views: 19412
Re: My little factory
Has anyone run the math on burner vs. electric inserter? Burner inserters seem to be INCREDIBLY wasteful with their energy consumption, but they don't seem to consume idle power. Electric inserters always consume a shot of idle power, but individual actions are pretty cheap. I suppose if someone was...
- Sun Aug 09, 2015 5:09 pm
- Forum: Show your Creations
- Topic: Combinator Build Code Factory
- Replies: 9
- Views: 16495
Re: Combinator Build Code Factory
I don't think you can count things flying around a belt. But you can count things stored in chests no problem, and maybe work things that way.
- Sun Aug 09, 2015 2:58 pm
- Forum: General discussion
- Topic: Factorio reddit - 4/10?
- Replies: 16
- Views: 19052
Re: Factorio reddit - 4/10?
It doesn't have loops quite yet!This thread 4/10 contains loops!
https://forums.factorio.com/forum/vie ... =5&t=14559
NOW it does.
- Sun Aug 09, 2015 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Art: Research icons
- Replies: 4
- Views: 1763
Art: Research icons
As part of clarifying icons on the game field, I suggest the following changes to the research icons: Red- A tall, thin, classic science vial. Green- Keep as is. The rounded potion shape. Blue- A larger, triangular beaker. Purple- A large, cylindrical beaker. The basic idea is to make sure that item...
- Sun Aug 09, 2015 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Temporary roboport capsule
- Replies: 4
- Views: 2651
Re: Temporary roboport capsule
I dunno about this. By the time blue tech is available, it's not a big deal to haul at least one roboport around for major tasks. Before then you simply don't use nor have enough resources to need this kind of heavy automation. Don't forget that forests can be cleared with poison capsules and shotgu...
- Sun Aug 09, 2015 12:49 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 212833
Re: Electric energy
What? There are legitimate places where nuclear power is the way to go. It does NOT belong in every single corner of the world.
- Sun Aug 09, 2015 3:17 am
- Forum: Ideas and Suggestions
- Topic: Weaker signal lights
- Replies: 6
- Views: 2734
Re: Weaker signal lights
5kw is a lot? How many lights are you using? Even a thousand constantly burning lamps is 120 solar panels, which is pretty manageable.
- Sun Aug 09, 2015 1:51 am
- Forum: Ideas and Suggestions
- Topic: IDEA: for save mode game files
- Replies: 4
- Views: 1209
Re: IDEA: for save mode game files
would be much simpler and much easier than having each world to have its own save folder. then you would have tons of folders, would become a big mess of folders.. How so? It's not possible to have more folders than save files. If anything it would help ORGANIZE the save folder, and has a side bonu...
- Sun Aug 09, 2015 12:57 am
- Forum: Ideas and Suggestions
- Topic: IDEA: for save mode game files
- Replies: 4
- Views: 1209
Re: IDEA: for save mode game files
I definitely have to agree. Individual worlds are big projects, and they may differ in terms of mod lists or other major settings. It's best for each world to have its own save folder.