Search found 44 matches
- Sun Jan 14, 2018 3:52 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 44386
Re: Ropeway conveyor above the factory...
100% down for this. A new type of transport system with it's own quirks and puzzles to solve... :D :D :geek: The jump from using simple belt transport to high tech flying freaking robots was always strange to me. A middle of the road (non-train) transport system would feel more genuine. Anyone who h...
- Wed Dec 20, 2017 3:22 am
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18446
Re: Concrete in 0.16
Personally I love the idea of decorating my factory. Sure, the factory's main purpose is to make things, but it could look good doing it. I'm all for adding several new tiles and things for decoration (I love the More_Floors Mod https://mods.factorio.com/mods/Tone/More_Floors ) I've always been a fa...
- Tue Dec 19, 2017 3:34 am
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 56
- Views: 15192
- Mon Dec 18, 2017 5:26 am
- Forum: Won't fix.
- Topic: *new*[14.23] Can't un-whitelist item in production stats
- Replies: 2
- Views: 1285
*new*[14.23] Can't un-whitelist item in production stats
I am playing a modded game (bob's + Angel's) and realized that after whitelisting stone production, then stopping production for nearly an hour, the stone was removed from the production stats graph. This left all items blacklisted and the graph completely empty. Since the stone was gone, there was ...
- Sun Dec 17, 2017 3:17 am
- Forum: Balancing
- Topic: Poison Capsules Should Produce Pollution
- Replies: 7
- Views: 3368
Poison Capsules Should Produce Pollution
I was playing around with poison capsules and realized that they can be used for insanely fast, cheap and simple tree removal. 1 Capsule clears a 20 tile diameter hole in a forest in under 30 seconds, with no negative effects. I believe that this is quite unbalanced, as the two more common ways to c...
- Sun Dec 10, 2017 11:27 pm
- Forum: Ideas and Suggestions
- Topic: RTGs (+some minor things)
- Replies: 16
- Views: 5456
Re: RTGs (+some minor things)
+1 for pie charts and a reworked Electric Network GUI. I couldn't explain what half of it means, I only understand it through practice. Being able to choose from multiple graphs would be a really nice feature, but at least labeling the axis and just pUTTIN SOME DANG NUMBERS ON THE SCREEN would be qu...
- Sat Sep 16, 2017 4:33 am
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 24873
Re: Friday Facts #208 - Tips and tricks improvement
I'm for making the tips tutorials instead. The current system is boring and strange since we have a new better system for teaching the player. Also belt side-inserter interaction isn't a "tip" any more than "pressing R will rotate a building". It's a primary game function, not a ...
- Thu Sep 07, 2017 1:03 am
- Forum: General discussion
- Topic: Is "Lazy Bastard" appropriate?
- Replies: 43
- Views: 16518
Re: Is "Lazy Bastard" appropriate?
Here in Canada my trades teacher uses the word bastard to describe the technical term for a very rough file -- a "bastard file". This is in highschool and not one person has ever complained. *shrug* Just saying I couldn't care less. I find it edgy and funny. Besides, I hear much worse word...
- Sun Aug 27, 2017 7:07 am
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 46252
Re: Friday Facts #205 - Teaching the things that everybody knows
...the logistic network view (can only be opened by pressing L) :shock: I've been playing since 0.11 HOW HAVE I NOT KNOWN ABOUT THIS TREASURE??? :evil: :evil: :) In other news I also don't understand how armor-type resistances work (ie. 5/20%) and the pollution/Biter evolution relationship can be b...
- Fri Mar 10, 2017 10:41 pm
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 23864
Re: I am impatient
It seems like you'd be a terrible doctor
because you'd have no patients!
- Tue Aug 16, 2016 9:21 am
- Forum: General discussion
- Topic: Self-Intersecting train?
- Replies: 2
- Views: 1523
Re: Self-Intersecting train?
Give this man a Nobel Prize!
- Sat Aug 13, 2016 7:33 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 81731
Re: Friday facts #151 - The plans for 0.14
My 2 cents: -We should definitely be encouraged to build the nuclear reactor far away from our base so we have to transport things very far to get to it.(ie. radiation can damage factory/make it inhabitable) -The power plant itself should be a large multi-building system, making it highly customizea...
- Thu Aug 04, 2016 3:03 am
- Forum: General discussion
- Topic: Version 0.1? Old Versions in general
- Replies: 4
- Views: 3046
Re: Version 0.1? Old Versions in general
Actually, I think this is a pretty cool idea! Having only discovered Factorio in 0.11 it would be great if I could get a better idea of how it used to be "back in the day" besides only the odd picture and the first patreon video. Y'know, get a feel for how much the game has really evolved....
- Fri Jul 08, 2016 11:36 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 25158
Re: Friday facts #146 - The GFX workflow
This is super cool and interesting! Is there any chance you guys can stream/record some of the process like the guys working on Parkitect do? I'd totally spend some hours watching that. :) :) :geek: PS. I still haven't played .13 cause my laptops in the shop getting the screen fixed. I was so hyped ...
- Thu Jun 02, 2016 3:20 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61171
Re: Friday Facts #140 - Soon
This is all great news!
One suggestion though: an upgrade to the flamethrower could make it oxygenated. It would use less fuel and burn much hotter this way, and of course the flame would be BIGGER!
One suggestion though: an upgrade to the flamethrower could make it oxygenated. It would use less fuel and burn much hotter this way, and of course the flame would be BIGGER!
- Fri Oct 02, 2015 2:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.9][kovarex] Rocket Silo UI Bug
- Replies: 5
- Views: 6051
Re: [0.12.9][Twinsen] Rocket Silo UI Bug
Darn! I saw this about 10 seconds after I posted my own topic!
I'm having the problem too.
I'm having the problem too.
- Fri Oct 02, 2015 2:01 am
- Forum: Duplicates
- Topic: [12.9] Rocket inv. graphic missing
- Replies: 2
- Views: 4290
Re: [12.9] Rocket inv. graphic missing
Whoops! Here's a bigger pic!
- Fri Oct 02, 2015 1:55 am
- Forum: Duplicates
- Topic: [12.9] Rocket inv. graphic missing
- Replies: 2
- Views: 4290
[12.9] Rocket inv. graphic missing
I was going to launch my 8th rocket today and when I went to put the satellite in, there was no rocket inventory. The rest of the GUI is fine, and the satellite still goes in and is counted as a successful launch. http://s7.postimg.org/d02wveuiv/Factorio_bug.jpg?noCache=1443750768 I'm running window...
- Sun Sep 13, 2015 5:32 am
- Forum: Ideas and Suggestions
- Topic: endgame: rockets, space elevators, interplanetary logistics
- Replies: 8
- Views: 21285
Re: endgame: rockets, space elevators, interplanetary logistics
- Take the logistics chain to the next level: space transportation to other worlds. This might be good for a more isolated multiplayer game. THIS! Scheduling rocket launches and landings? YES! Though this may be better as a mod, maybe to encourage this expansion you should make these new planets ha...
- Sun Sep 13, 2015 4:58 am
- Forum: Implemented Suggestions
- Topic: Creative Mode (infinite item mode)
- Replies: 6
- Views: 17855
Re: infinite item mode
Also, instead of generating power you could have a "creative only" building which generates a virtually infinite amount of power and one which consumes instead (for testing generation efficiency). This would also help greatly in the mod world with balancing. PS. I know that there is a mod ...