Search found 213 matches

by QGamer
Fri Nov 23, 2018 3:11 pm
Forum: Mods
Topic: [MOD 1.1] LongerBurnerPhase
Replies: 7
Views: 4854

[MOD 1.1] LongerBurnerPhase

Adds new burner machines to extend the Burner Phase, make burner-powered devices less obsolete, and throws in a couple of eco-friendly things. Name: LongerBurnerPhase Author: Q License: MIT Supported Factorio Versions: 0.16 - 1.1 Latest Factorio Version: 1.1.77 Latest Version of Mod: 1.4.0 Download ...
by QGamer
Fri Nov 16, 2018 8:11 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83658

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I love the belts so much!
Don't try to go too fast when developing the game. After all, you can't rush perfection.
But please don't forget the Spidertron! I've wanted to have one ever since I saw it in the FFF #120.
by QGamer
Wed Nov 14, 2018 8:01 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 35357

Re: The Problem With Pickaxes - Digging Out Factorio's Core

One might think this the greatest betrayal of all. Where once your factory served you, now you served your factory for an ever more elusive promise of ever greater power. It is no longer an extension of you, but you an extension of it. And now, that simple iron pickaxe that formed the basis of your...
by QGamer
Sun Nov 11, 2018 2:04 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 35357

Re: The Problem With Pickaxes - Digging Out Factorio's Core

Keep the pickaxe, remove the tedium from it. I agree: The pickaxe should be kept but the durability mechanic should be removed. After all, guns are also tools and yet they don't have any durability. Sure, it can be argued that ammo is essentially durability but it's not; it's ammo. I agree on both ...
by QGamer
Tue Nov 06, 2018 3:15 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209590

Re: Friday Facts #266 - Cleanup of mechanics

I've been thinking about the damage type streamlining and I have some thoughts to share: Kovarex suggested 4 damage types: generic, impact, heat, and acid. One think I like about this is that "fire" is changed to "heat" --when you think about it, there are some non-flammable subs...
by QGamer
Sat Oct 27, 2018 11:53 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209590

Re: Friday Facts #266 - Cleanup of mechanics

TL;DR: The assembling machine ingredient limits are good because they help give a sense of game progression. Now that I think about it, the assembling machine ingredient limits are very useful for game progression. Please don't remove them. (In this argument I will abbreviate "assembling machi...
by QGamer
Sat Oct 27, 2018 1:28 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209590

Re: Friday Facts #266 - Cleanup of mechanics

About the resistances: can there be an option to show ALL resistances, even for non-fight related entities? And can all fight-related entities show resistances by default? (walls/gates, turrets, tanks, maybe cars) If new players don't see resistance values they may think that said entity has no resi...
by QGamer
Thu Oct 25, 2018 7:35 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54120

Re: Friday Facts #265 - Nomenclature & Steam networking

What I was trying to say is that "Ghost entities" aren't "real." They don't exist in any physical sense. You can't do anything with them. They only represent a place where you will eventually place a real entity. Ghost entities are also formed when any entity is destroyed and yo...
by QGamer
Thu Oct 25, 2018 7:33 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32859

Re: New Achievement Ideas

There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode.
by QGamer
Tue Oct 23, 2018 12:59 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54120

Re: Friday Facts #265 - Nomenclature & Steam networking

Even the green ones are the only electronics boards used in some stuff like inserters wich obviously does pretty advanced sensor data processing - of the sort that will change the world as soon as we get it in real life. Yellow inserters can reliably pick up any item from a moving sushi belt - no w...
by QGamer
Fri Oct 19, 2018 11:53 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54120

Re: Friday Facts #265 - Nomenclature & Steam networking

I come in 7 colors, what am I?
An insterter, obviously.

Now that I think about it, also science packs & non-empty barrels fit the bill
by QGamer
Sat Oct 06, 2018 2:37 am
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 13144

Re: Why do roboports even have repair pack slots?

I do see why roboports have the slots--they have them so construction robots can repair things quickly & easily--but 7 slots!? Really? 1 is enough. Please. I hate having to place hundreds of repair packs in when all I really need is 20 or so. So: 4-i would like to read the content from a single ...
by QGamer
Fri Sep 28, 2018 12:37 am
Forum: Ideas and Suggestions
Topic: Scroll up in chat
Replies: 23
Views: 14272

Re: Scrollable console history

Can't you use the up and down keys to go through the console history? Or was that not what you were referring to?
Also, if you can find player-data.json you can read your complete console history.
by QGamer
Sun Sep 23, 2018 1:45 am
Forum: Ideas and Suggestions
Topic: Add some simple starting blueprints for beginers
Replies: 32
Views: 10921

Re: Add some simple starting blueprints for beginers

An idea from a different angle, what about late game tutorials and blueprints? ... There are a couple late game things (especially with combinators) that are unintuitive or hard to understand, but mostly useful late game. Tutorials? Yes! Things like combinators and advanced late-game setups may war...
by QGamer
Sat Sep 08, 2018 8:52 pm
Forum: Ideas and Suggestions
Topic: [15.5] Pipette pick repair kit / ammo
Replies: 9
Views: 3117

Re: [15.5] Pipette pick repair kit / ammo

Put it in the options menu: so players could get that feature if they want it, but others who don't like it don't have to use it.
by QGamer
Fri Aug 24, 2018 2:48 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15915

Re: Add output to Rocket Silo

Good idea! +1
by QGamer
Fri Aug 17, 2018 8:18 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47226

Re: Friday Facts #256 - The little things 3

Faark wrote:
Belt Immunity
Does that "stabilizer" only apply when standing or do we also loose the "running on belt" speed bonus?

With belt immunity equipment, you will also lose the belt highway speed bonus.
by QGamer
Fri Aug 10, 2018 5:49 pm
Forum: Ideas and Suggestions
Topic: Infinite radar range research is a must now.
Replies: 39
Views: 9877

Re: Unlimited research: radar range

Hmmm...I'd prefer for the research to be: 1) Non-infinite so that it doesn't bloat the savegame size with faraway chunks 2) Combine 3 effects: increase radar discover area, increase radar permanent view area, increase scanning speed. This way I wouldn't have to worry about multiple researches: it's ...
by QGamer
Fri Aug 10, 2018 4:34 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52333

Re: Friday Facts #255 - Construction tools

Wow. I appreciate all the thought & care you put into making Factorio so user-friendly. Thank you. :D
by QGamer
Tue Jul 31, 2018 7:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Train preview only shows some shadows
Replies: 8
Views: 4480

Re: [0.16.51] Train preview only shows some shadows

Why would the shadows in the train preview be any different from other shadows?

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