Search found 265 matches

by Mendel
Sun May 21, 2017 12:24 pm
Forum: Ideas and Suggestions
Topic: vertical/horizontal lock on item placement?
Replies: 1
Views: 1172

vertical/horizontal lock on item placement?

I think it would be nice quality of life option to have item placement locked on grid to a vertical or horizontal line when doing a running placement of things. There could be a toggle key for this functionality. This would be nice in case you... 1) run into things, get displaced on your running lin...
by Mendel
Sat May 20, 2017 12:41 pm
Forum: Ideas and Suggestions
Topic: make running ghost placement of power poles work better
Replies: 0
Views: 390

make running ghost placement of power poles work better

If I run and use ghost placement of power poles, the ghosts are placed right next to each other. Better would be for them to be placed like they are when doing manual running placement. (max distance between poles or placement such that everything near poles would get power while maintaining as long...
by Mendel
Wed May 17, 2017 6:00 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 51096

Re: Version 0.15.11

eX_ploit wrote:So, after this change I rearranged my 4x4 nuclear design to use as little heat pipes as possible, gotta go with the times.
I like that design. Any chance for a blueprint string?
by Mendel
Tue May 16, 2017 5:00 pm
Forum: Ideas and Suggestions
Topic: Units and quantities: Use real prefixes and proper rounding
Replies: 16
Views: 7444

Re: Units and quantities: Use real prefixes and proper rounding

Then in that case changing to cubic meters as measurement of liquids would make the game inconsistent since everything else is changing prefixes in increments of 1000 pro: It would be correct con: it would be confusing I fear in this case the con would outweigh the pro I would fully support 3 decima...
by Mendel
Tue May 16, 2017 3:21 pm
Forum: Ideas and Suggestions
Topic: Mining productivity research gain missing on mouseover info
Replies: 6
Views: 1935

Re: Mining productivity research gain missing on mouseover info

Related to this. Let´s say I research 40 levels of mining productivity.

Is the end result like 2%*40=80% more productivity or is it more like 1.02^40 =~2.21 times the base productivity?
by Mendel
Mon May 15, 2017 8:42 pm
Forum: Ideas and Suggestions
Topic: Nuclear bombs by artillery train
Replies: 0
Views: 545

Nuclear bombs by artillery train

This may or may not be already planned... and this may seem like something obvious... But are you guys going to make it possible for the artillery train to shoot nukes if/when the whole artillery train thing is implemented? I would suggest yes :) automated nuclear destruction of bugnests and bugs wo...
by Mendel
Mon May 15, 2017 2:14 pm
Forum: Gameplay Help
Topic: Are pumps on both sides of liquid wagon supposed to work?
Replies: 10
Views: 5738

Re: Are pumps on both sides of liquid wagon supposed to work?

Looking good! Wow. that is much faster than what I had going on.
by Mendel
Sun May 14, 2017 5:17 pm
Forum: Gameplay Help
Topic: Are pumps on both sides of liquid wagon supposed to work?
Replies: 10
Views: 5738

Are pumps on both sides of liquid wagon supposed to work?

Not sure if this is a bug or a feature so for now Im going to refrain from posting this on bug reports. I was trying to make emptying and filling a liquid wagon as fast as possible so I put pumps on both sides of a liquid wagon. 3 on one side and 3 on the other side. However, only pumps on one side ...
by Mendel
Sun May 14, 2017 12:33 pm
Forum: Ideas and Suggestions
Topic: Introduce RTS elements to the game
Replies: 5
Views: 1916

Re: Introduce RTS elements to the game

I would prefer armies that you do not need to control in rts fashion, as in automated armies. I think combination of artillery train (that is yet to be made for vanilla) and robot army mod (https://mods.factorio.com/mods/kyranzor/robotarmy) would be mostly sufficient... unless you really, really wan...
by Mendel
Sat May 13, 2017 10:03 pm
Forum: Duplicates
Topic: [0.15.10] icon text 1 of 16 - infinity on tech select screen
Replies: 1
Views: 582

[0.15.10] icon text 1 of 16 - infinity on tech select screen

so next level is 41 of 16 - infinity? also list on the left says 1 of 16 - infinity so it is different than what is shown on the right. same kind of thing on all remaining techs https://steamuserimages-a.akamaihd.net/ugc/840330163400529488/6159A813F5ECC1E05F2BD0178238095AE9B112AD/ https://steamuseri...
by Mendel
Sat May 13, 2017 2:58 pm
Forum: Ideas and Suggestions
Topic: Flash and mushroom cloud effect for nukes
Replies: 2
Views: 756

Re: Flash and mushroom cloud effect for nukes

is it just me then that wants a more flashy bang? :oops:
by Mendel
Sat May 13, 2017 2:56 pm
Forum: General discussion
Topic: Accessing the new tutorials when I need them
Replies: 5
Views: 1828

Re: Accessing the new tutorials when I need them

So I still had it wrong then :) I shall try the other way around this evening
by Mendel
Thu May 11, 2017 9:30 pm
Forum: General discussion
Topic: Accessing the new tutorials when I need them
Replies: 5
Views: 1828

Re: Accessing the new tutorials when I need them

oh. I must have been blind :)

Thank you!

Not only did I find the button but I did get my trains on my actual map working too.

signal before crossroads, chain signal after crossroads is what seems to work.
by Mendel
Thu May 11, 2017 2:14 pm
Forum: General discussion
Topic: Accessing the new tutorials when I need them
Replies: 5
Views: 1828

Accessing the new tutorials when I need them

So I have forgotten how the signals work since on some of my previous playthroughs I didnt use trains. This time, I have trains but initially I designed my train tracks such that they never cross so I didn´t click on the tutorial things when they popped up on the screen as I had other things to do. ...
by Mendel
Wed May 10, 2017 6:14 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 131188

Re: Attacking biters with turrets makes all weapons pointless

Now that I can mass produce nukes, I fail to see any reason why I should turret creep anymore :)
by Mendel
Wed May 10, 2017 6:12 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91676

Re: [0.15] Space Extension Mod (SpaceX)

For users, I think it would be sensible if there was only one place to set things instead of doing it twice. But I don´t know how much work that is.
However, If you intended it to work as is, it is fine as it is.
by Mendel
Tue May 09, 2017 7:37 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91676

Re: [0.15] Space Extension Mod (SpaceX)

Isnt the tech research a bit expensive? I mean normal high end research is like 500-1000. This one is 250000 :o With research modifier 10, this is 2,5 Million lol. WTF? The end game in 0.15 is different from 0.14, you have other things to do now. Yes it is expensive. And yes it should be! I think y...
by Mendel
Sat May 06, 2017 6:52 am
Forum: Balancing
Topic: Does barreling make any sense now?
Replies: 7
Views: 4425

Re: Does barreling make any sense now?

ah, so you would barrel without actually putting the barrels in a cargo wagon. Didn´t even think of that for some reason :)

So I guess the throughput of belts is better than throughput of pipes? By how much?

This offsets the hassle of actually having to build barreling and unbarreling assemblers?
by Mendel
Sat May 06, 2017 6:26 am
Forum: Balancing
Topic: Does barreling make any sense now?
Replies: 7
Views: 4425

Re: Does barreling make any sense now?

Please be more specific. How is it better than just putting lubricant in a liquid wagon? :oops:

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