Search found 91 matches

by Krayt
Fri Mar 11, 2016 10:58 am
Forum: Modding help
Topic: Recipe/Furnace help
Replies: 3
Views: 1163

Re: Recipe/Furnace help

I don't know what you want to produce in your mod, but using an assembling machine with a supply of infinite water would also do the trick in case you want to "extract" stuff from the water.
However if you have a diffrent scenario in mind, this would make no sense.
by Krayt
Thu Mar 10, 2016 8:13 pm
Forum: Modding help
Topic: Recipe/Furnace help
Replies: 3
Views: 1163

Re: Recipe/Furnace help

To answer your first question, I just tried two different approaches of having no ingredients. The first one involved having an ingredient with count 0, which failed: { type = "recipe", name = "sample-recipe", enabled = true, energy_required = 1, ingredients = { {"iron-plate...
by Krayt
Thu Mar 10, 2016 6:05 pm
Forum: Modding help
Topic: Turret using Fluid as ammunition
Replies: 0
Views: 865

Turret using Fluid as ammunition

Hello, As I am fairly new to modding and modding factorio I only created a few small modifications. After successfully creating a Flamethrower Turret in 0.12.26, which uses regular flame-thrower-ammo in item form, I wanted to create a larger on using a custom Fluid (f lame-thrower-fluid ) as ammunit...
by Krayt
Tue Aug 25, 2015 10:07 am
Forum: Multiplayer
Topic: Windows 10 desyncs repeatedly
Replies: 6
Views: 11518

Re: Windows 10 desyncs repeatedly

mrhanman wrote:Well, on a whim, I decided to try Compatibility Mode.
[...]
As he said he used compatibility mode of Windows (Right mouse click on EXE or shortcut to EXE -> properties -> compatibility)
by Krayt
Tue Aug 25, 2015 10:03 am
Forum: Ideas and Suggestions
Topic: Add new damage type: Plant
Replies: 3
Views: 1837

Re: Add new damage type: Plant

How do you propose to produce some of this agent in early game? Using a Chemical Plant with which inputs?
Water probably will be on of them, but I don't know if there are suitable materials for another input material.
by Krayt
Tue Aug 25, 2015 9:57 am
Forum: Ideas and Suggestions
Topic: Missions in MP
Replies: 2
Views: 1784

Re: Missions in MP

Yeah it would a cool thing to have. Maybe there could be a plot that two players coincidentally get to contact each other via radio. Then they start to use an abandoned railroad with a train to mutually exchange some goods, because the map area one player is in has not all needed resources in the ne...
by Krayt
Mon Aug 24, 2015 4:22 pm
Forum: Gameplay Help
Topic: How large are the Starting Areas?
Replies: 1
Views: 4040

Re: How large are the Starting Areas?

I googled and found this Reddit: https://www.reddit.com/r/factorio/comme ... area_size/
I hope it is a help for you.
by Krayt
Mon Aug 24, 2015 4:15 pm
Forum: Ideas and Suggestions
Topic: Chest in end game
Replies: 8
Views: 5534

Re: Chest in end game

The idea of a a big industrial storage depot is good in my opinion. It would have the advantage that you wouldn't need lots of the yellow long term storage chests, but one 3x3 or 4x4 building to store everything. Transport "inside" would be fully automatized. It would require energy on the...
by Krayt
Mon Aug 24, 2015 4:04 pm
Forum: Ideas and Suggestions
Topic: Cursor Icon
Replies: 27
Views: 17630

Re: Cursor Icon

It may be lame, but it also works really well. [...] Agreed. A custom cursor would probably cause more potential problems, although the Standard Cursor first feels out of place when starting the game. A change is simply not needed. This is a game about factories and no turn-based RPG with fancy art...
by Krayt
Mon Aug 24, 2015 3:54 pm
Forum: Ideas and Suggestions
Topic: Add new damage type: Plant
Replies: 3
Views: 1837

Re: Add new damage type: Plant

Right ... Agent Orange doesn't damage other entities or life forms. I do not think so. Your idea would sound more reasonable if it did direct damage to trees only, but at the same time let the pollution level in that area rise as well instantly as well as over a certain time after using it. This wou...
by Krayt
Mon Aug 24, 2015 3:50 pm
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6827

Re: Independent day/night cycles for each world

I think this could be a quite interesting idea. Why not having different day / night phases with different intensities of light. It could also be interesting to have different biomes and alien flora and fauna, but i think that's a different story. Shorter or asymetrical day / night intervals could p...
by Krayt
Sat Aug 22, 2015 3:21 pm
Forum: Ideas and Suggestions
Topic: different pipe connections or color coded pipes
Replies: 5
Views: 2069

Re: Making pipe building and connect work a bit more like belts.

Sure it is another possibility of having piping work.
But I think this would make placement more complicated most of the time.
You could think about colour coded pipes though, which don't interfere with other colours.
by Krayt
Sat Aug 22, 2015 10:07 am
Forum: Ideas and Suggestions
Topic: new middle product - Copper Clad Steel
Replies: 4
Views: 2602

Re: new middle product - Copper Clad Steel

Bronze is also an alloy involving Copper. Maybe it could be used as Iron substitute in recipes.
by Krayt
Sat Aug 22, 2015 10:05 am
Forum: Ideas and Suggestions
Topic: Biters Eat Items and Drop Inventory on Death
Replies: 4
Views: 2807

Re: Biters Eat Items and Drop Inventory on Death

It would be cool if there was a way to regain some of the items through the specific aliens having eaten them.
That's my additional thought on this.
by Krayt
Fri Aug 21, 2015 9:47 am
Forum: Balancing
Topic: Build time 0.5s for Logistics/Construction Robots
Replies: 13
Views: 26907

Re: Build time 0.5s for Logistics/Construction Robots

This is also the case for vehicles like the tank i think. Once you have all required materials it only has a final crafting duration of 0.5 .
This seems a bit odd although you certainly have a longer over all time needed because of the engines.
by Krayt
Thu Aug 20, 2015 11:08 am
Forum: Ideas and Suggestions
Topic: Special Resource Properties - A new challenge
Replies: 11
Views: 8140

Re: Special Resource Properties - A new challenge

Your idea actually sounds really interesting. I think it would be a good thing to have aat least the possibility in the game for certain resoucres to have such properties without using mods.
Maybe there could be quest items specific for a single puzzle map with these properties.
by Krayt
Wed Aug 19, 2015 9:43 pm
Forum: General discussion
Topic: Concrete range
Replies: 8
Views: 15161

Re: Concrete range

[...] Had to register an account just to say TIL. I can't believe I never noticed this in the controls settings, this will definitely come in handy! :) I only got to know about when I started watching a Let's Play by Arumba on Youtube today after having read the original question. What a coincidence!
by Krayt
Wed Aug 19, 2015 6:09 pm
Forum: General discussion
Topic: Concrete range
Replies: 8
Views: 15161

Re: Concrete range

DRBLN wrote:How to increase concrete range while building?
I have to build a lot of concrete tiles.
Do you rather mean the size of the concrete brush. I think this done using the "plus" and "minus" buttons.
by Krayt
Wed Aug 19, 2015 4:09 pm
Forum: Spread the Word
Topic: Shapeways figures
Replies: 11
Views: 25740

Re: Shapeways figures

DerivePi wrote:I think I'll hold out for the Biter plush toy :D
Why I didn't think of baddies as mascots? :o
Surely the biters, spitters or worms would make sense.
by Krayt
Wed Aug 19, 2015 4:06 pm
Forum: Spread the Word
Topic: Shapeways figures
Replies: 11
Views: 25740

Re: Shapeways figures

I think it would be a good idea to have some 3D figures to offer. But I don't know which exactly as the player character seems not iconic enough.
Maybe this topic is related: https://forums.factorio.com/forum/vie ... f=5&t=9021

Nevertheless I personally probably wouldn't buy one.

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