Search found 238 matches
- Fri May 19, 2017 8:27 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 150092
Re: Friday Facts #191 - Gui improvements
Having my weapons at the ready is life or death on this planet, the locals are hostile. +1 I also never liked how the logistics section has to be there in the center of my screen whenever I need to craft something or grab something from my inventory. Good point, logistics is a second class function...
- Fri May 19, 2017 8:16 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 150092
Re: Friday Facts #191 - Gui improvements
For easy making ghosts without things at hand I propose some form of Ghost Pipette. A pipette which returns ghost. Probably shift-Q. This. Please! This would be soooo nice! As an extension, a "temporary instant blueprint" hotkey (known in other programs as "copy-paste") so that ...
- Fri May 19, 2017 5:17 pm
- Forum: Balancing
- Topic: Laser Turret vs. Gun Turret Ballance
- Replies: 17
- Views: 23919
Re: Laser Turret vs. Gun Turret Ballance
Yeah OMG uranium rounds are WAAAAY powerful! I think the misconception is that unupgraded gun turrets are weak because biters have armor that first deducts a fixed number, than a percent, from bullet damage. But as the upgrades increase, the fixed deduction matters less, so gun turrets scale better ...
- Thu May 18, 2017 6:18 pm
- Forum: Gameplay Help
- Topic: "No Path" Error on Train. Resolved, but don't know why.
- Replies: 6
- Views: 7281
Re: "No Path" Error on Train. Resolved, but don't know why.
The easiest solution here is to move that signal after the rail split (near the roboport). Also, looking at the right side where you have rails intersecting (crossing) each other, best practice is generally to have a chain signal directly before intersection and a regular signal directly after it. T...
- Wed May 17, 2017 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Food and sleep?
- Replies: 7
- Views: 4045
Re: Food and sleep?
Interesting. That's how I play the game too...webkilla wrote: Anyway, right now in the game you go weeks if not months on end, day and night, with no sleep and nothing to eat.
- Wed May 17, 2017 3:31 pm
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 6168
Re: This game could have existed without iron plates
I agree that the requirement for Iron Plates for Green Circuits is also a bit silly, but then again there are quite a few recipes that don't make sense in the game... Absolutely. Instead, we should require fiberglass weaves, copper plating steps, photoresist, etching, solder, assembly, inspection a...
- Mon May 15, 2017 11:42 pm
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 40310
Re: What programming language Factorio is written in?
And yeah, the amount of dev time and experience that's gone into Factorio is not something you will be able to replicate as a rookie programmer. Not totally true. You CAN, but you have to dedicate lot of time first learning, then planning and last programming it. This require years doing it alone a...
- Mon May 15, 2017 11:31 pm
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 10169
Re: [0.15.10] Steam Turbines/fluid transport issues
I had a similar issue, albeit on a much smaller scale plant. Putting a pump right before each row of turbines seems to help - after the vertical pipe that connects the 4 rows together, rather than before it.
Factorio fluid dynamics are... weird.
Factorio fluid dynamics are... weird.
- Mon May 15, 2017 7:15 pm
- Forum: General discussion
- Topic: Reactor Adjacentcy - Industrial-craft
- Replies: 14
- Views: 6681
Re: Reactor Adjacentcy - Industrial-craft
I just wish it had a circuit connection for core temperature output and throttle % input with a valid range from 20-100%. Like so you could make an external closed loop controller to manage its heat. Yeah, a circuit network output for temperature would be nice, but does it offer you anything you ca...
- Fri May 12, 2017 8:56 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502946
Re: Simple Questions and Short Answers
Is there any way to cancel a deconstruct order?
- Fri May 12, 2017 5:45 pm
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 15273
Re: [0.15.9] [Harkonnen] module crafting
Haha agreed. That is probably the highest density of out-of-context quotes I've ever seenBenSeidel wrote:Well I'm not going to respond to a piece by piece dissection of my post, because you're just taking things out of context.
If you don't understand the point that I am trying to make that is fine.
- Fri May 12, 2017 5:38 pm
- Forum: Gameplay Help
- Topic: I want to mine the iron! Stop trying to mine the uranium!
- Replies: 10
- Views: 4750
Re: I want to mine the iron! Stop trying to mine the uranium!
Am I the only one who thinks that uranium miners should be a totally separate thing than normal miners? That (1) solves OP's problem, (2) eliminates this single case in all of factorio where placement of an object totally changes its graphics and operation, and (3) opens the door for having uranium...
- Fri May 12, 2017 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6670
Re: Canceling crafting when inventory is full spills items
On a related note: Wouldn't it be nice if the item you have in your hand is still actually in your inventory? Example: I just dropped a deconstruction order on a large section of factory. Suddenly I'm swarmed by a million bots trying to drop stuff off, and my inventory is full. Oops... poor planning...
- Fri May 12, 2017 5:17 pm
- Forum: Outdated/Not implemented
- Topic: Limit Mining Drills to a specific resource
- Replies: 15
- Views: 18450
Re: Limit Mining Drills to a specific resource
An alternative would be to stop the mixed belt using the circuit network to prevent an unwanted item to pass through. However, this circuit network design would have to be designed to be fail-safe, i.e. if the combinators lose power for some reason and are therefore unable to output a signal, then ...
- Fri May 12, 2017 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64330
Re: Train station skipping conditions
There could be a second set of rules for skipping station in addition to leave condition. Disclaimer - I haven't read the entire last year of this thread. Would it be sufficient to have a check box saying "if wait condition is already met, skip station"? IE if your wait condition is "...
- Fri May 12, 2017 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64330
Re: Train station skipping conditions
There could be a second set of rules for skipping station in addition to leave condition. Disclaimer - I haven't read the entire last year of this thread. Would it be sufficient to have a check box saying "if wait condition is already met, skip station"? IE if your wait condition is "...
- Thu May 11, 2017 8:52 pm
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 6168
Re: This game could have existed without iron plates
In fact, I think the game would be greatly improved by introducing rain, which rusts all the iron plates on conveyors and anything (like, say, conveyors) that is made of iron.
- Wed May 10, 2017 7:20 pm
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 15273
Re: [0.15.9] [Harkonnen] module crafting
I use tier 2 speed in the mid game when production is still low and gradually replaced them with speed 3.
On another note, does anyone use efficiency 3 for anything? The benefits over efficiency 1 are minimal compared to the cost...
On another note, does anyone use efficiency 3 for anything? The benefits over efficiency 1 are minimal compared to the cost...
- Wed May 10, 2017 5:03 pm
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 6759
Re: 0.15 Expensive Recipie Balance
Just under 4 football fields (is the factorio tile canonically 1 meter?)aober93 wrote:How many football fields worth is 416,66 blue belts for size comparison?
On the other hand, the original claim (1e6/second) = 25000 belts = 25km = the width of a medium-sized city...
- Wed May 10, 2017 12:20 am
- Forum: Ideas and Suggestions
- Topic: [0.15] provider chest v2
- Replies: 7
- Views: 2683
Re: [0.15] provider chest v2
A requester does not provide. Once inside there is no way out through the logistics network. Requester, inserter, provider, with a circuit link to stop the inserter when the provider has enough in it. Also gets really awkward to fill because bots will fill the requester using stuff from the provide...