I feel like the rocket silo just needs a rework in general: The irritating timings (This topic) The strange power consumption (https://forums.factorio.com/93176, https://forums.factorio.com/78854) The inability to insert more than one inserter hand of fish at a time (https://forums.factorio.com/78854)
I think it would help a lot to add mini poles that you place just to route the wires through them.
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Implemenation wise the power poles could be electric poles with 0 copper connections and 0 height.
I use constant combinators with no signals as “mini poles”
Wasn't there a rich text syntax to set font color? Yes, the wiki article linked above shows how: https://wiki.factorio.com/Rich_text Under "Text modifiers" Syntax: [color=rgb]...[/color] [color=#rrggbb]...[/color] [color=#aarrggbb]...[/color] [color=rgb]...[.color] [color=#rrggbb]...[.col...
They could also just add something more specific to the credits. There is already this general message: "One very big thank you goes to the whole Factorio community, namely on the Factorio forums, on Steam, and on Reddit. - They have been testing experimental versions and found many bugs. - The...
Why is the now-removed lamp power consumption not a minor issue (https://forums.factorio.com/100109), but this much larger gameplay changing (when launching space science packs for fish it is impossible to insert more than ten because the rocket will launch without power) bug is considered a minor i...
IMO it should stay as a mod. I'd rather have more control over electricity from the modding API to reduce the effect of the Electric Network. I'm still thinking of a good modding interface request to make to achieve this, so if anyone has ideas please share :P I think that there should just be an i...
There is no need to make the game easier … I constantly have to make sure that he does not start shooting in an arbitrary place, but only where I need it. Yes. This is hard. But we are not looking for easy ways in this game? Factorio is not a game about micromanagement or constant monitoring. Were ...
I know I can play with larger starting area or put biter evolution low but those are workarounds because I still want biters to level and I'd be too op at certain times if biters are levelling slow the whole playthrough. This does not answer your other question, but for this reason I like to set ti...
Could the server account for the ban reason, the ratio of banned to unbanned players, or employ some other set of criteria to weight bans? Some multiplayer games (especially on modded games where few people ever try to join) will ban every joining player instead of using a password.
The first would means that when ore is low then trains would go to both stations. Making the trains take even longer and cause more of an ore shortage. It would do the opposite? Even if it did do that, the problem is not lack of ore concentration, it is not enough ore production. Changing the train...
With this setup, there are two main problems. First of all, it is needlessly complex and confusing. Secondly, I need to prevent players from transporting the heat fluid via pipes. I've addressed the second problem by making the fluid units incredibly small. This way, pipes don't have enough through...
The problem with stations accepting multiple types of trains is that they have to be named the same way as the station that accepts only one type of train of each type. The goal is that the station accepts trains with the original schedule for the each type of train. So for example ore trains for t...
And questionable results. A server can just block the pings. Ping can also return back from the router before the server. Ping to measure "speed" of an application is not very useful measurement, it's like if you want to measure the length of a pipe with a laser, but you cannot build pipe...