Search found 242 matches

by Dakkanor
Tue Oct 29, 2013 11:53 pm
Forum: Show your Creations
Topic: Automated Research Fort
Replies: 7
Views: 12244

Re: Automated Research Fort

i use a system similar to holy-fire, however its doubled up. while holy uses two rows, i use four and have the belts pass between row 1-2 and 3-4. This way i can make the belts move in a loop instead, it does mean that i have to use a more complex feeding system, but that can be sorted with undergro...
by Dakkanor
Tue Oct 29, 2013 12:39 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22702

Re: Speed of transport belt turns

i once did a military based course which had trainees(including me) grouped up 3 platoons of 30 each, it was a course for civilians to learn discipline and life skills so its maybe not what would be seen in real life, but they often had the trainees marching in 3 columns. my point is that they had t...
by Dakkanor
Sun Oct 27, 2013 5:55 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 995059

Re: Factorio Roadmap

just my luck, the next two releases will really be things to look forward to, and form mid november till febuary im gonna be too busy to dig in to them. for steam i would say you should make the game as playable and stable as possible before going on steam, them focus on more features. not to say th...
by Dakkanor
Sun Oct 27, 2013 5:49 am
Forum: Implemented Suggestions
Topic: Change names for labs, train stops etc - Station names
Replies: 23
Views: 13350

Re: Station names

if i recall correctly the names for train stations are based on contributors just like labs and other named machines. however to me that is a bad thing. i like to have boring but systematic names indicating importance and order. usually things like Alpha-1 Beta-4-1 or Alpha - Beta or even Coal Prima...
by Dakkanor
Sat Oct 19, 2013 11:59 pm
Forum: General discussion
Topic: Preventing nearby bases
Replies: 13
Views: 10625

Re: Preventing nearby bases

slpwnd wrote:The spacing is I think 3 chunks ~ 3 small squares in the minimap ~ 100 tiles. However this applies only from the chunks that have more than 5 player structures (hardcoded solution:)).
by player structure does that just mean player entities? or does it exclude walls/belts/electric posts?
by Dakkanor
Thu Oct 17, 2013 5:34 am
Forum: Ideas and Suggestions
Topic: Researching Minigame
Replies: 18
Views: 7973

Re: Researching Minigame

i tend to come back to factorio every few months and play heaps for a week or two, then i run our of steam and go onto something else. im like that with pretty much everything i'll play heaps then die off, if i really like the game i'll come back to it when im in the right mood. and ever since i got...
by Dakkanor
Mon Oct 14, 2013 6:34 am
Forum: Resolved Problems and Bugs
Topic: 0.7.1 'God Mode' attacks
Replies: 2
Views: 1546

Re: 0.7.1 'God Mode' attacks

it sounds more like the over agressive enemy base epansion issue, within what the biters see as THEIR base they'll attack any man made object regardless, this is combined with the fact that there is no way to remove player locations from the expansion candidates it means creepers will make a base th...
by Dakkanor
Thu Oct 10, 2013 9:36 am
Forum: Resolved Problems and Bugs
Topic: [0.7.1] Not really a bug, but where did this worm come from?
Replies: 5
Views: 2413

Re: [0.7.1] Not really a bug, but where did this worm come f

slpwnd wrote:Hi Guys. I have a question. Are these saves that were started before 0.7.0 ?
umm, no i have had this happen in game started on 7.0 and 7.1
by Dakkanor
Thu Oct 10, 2013 9:15 am
Forum: General discussion
Topic: grass is always greener
Replies: 7
Views: 8201

Re: grass is always greener

LoSboccacc wrote:Beause brown is real!
http://tvtropes.org/pmwiki/pmwiki.php/Main/RealIsBrown
NOOOO not tvtropes, i need to sleep tonight
by Dakkanor
Thu Oct 10, 2013 7:18 am
Forum: General discussion
Topic: grass is always greener
Replies: 7
Views: 8201

Re: grass is always greener

at this point im considering grabbing an old version and swapping the tiles over.
by Dakkanor
Thu Oct 10, 2013 2:38 am
Forum: General discussion
Topic: grass is always greener
Replies: 7
Views: 8201

grass is always greener

this has bothered me for a while now, but why is the grass no longer green? as it is now it looks more like savanna grass than anything else, and without it the only really colorful thing is parts of the trees and the water, which means that colour wise i find factorio really boring, the game itself...
by Dakkanor
Thu Oct 10, 2013 2:21 am
Forum: Ideas and Suggestions
Topic: Better defense systems!
Replies: 7
Views: 10578

Re: Better defense systems!

What about just an electric fence that is connected to the grid and deals power at a setting that could be adjusted :) Low - Medium - High - Extreme The fence will supply power, if required, to other buildings as well (modification of the existing pole system perhaps?) The fence could allow conveyo...
by Dakkanor
Thu Oct 10, 2013 2:20 am
Forum: Implemented Suggestions
Topic: Tool-belt Hotkey
Replies: 6
Views: 8104

Re: Tool-belt Hotkey

+1
is tab used? that could be used for it
by Dakkanor
Thu Oct 10, 2013 12:39 am
Forum: Releases
Topic: Version 0.7.0
Replies: 110
Views: 60967

Re: Version 0.7.0

ssilk wrote:I see a gate also needed for some kind of tutorial mission. Open a new part of the map only, when the current part is solved.
or use it to expand mission parameters, "complete lab creation for the next stage" nd then the gate goes down and gives you a bigger area to work in.
by Dakkanor
Tue Oct 08, 2013 10:52 pm
Forum: Releases
Topic: Version 0.7.1
Replies: 44
Views: 35942

Re: Version 0.7.1

As my 1000th post, I would like to announce the 0.7.1 release ... [*]Toolbelt technology adds second quickbar. nearly wet myself reading that :D for everything else, i like the general change in balancing, it teems that the general idea is to ease up on the early game so that you have more room to ...
by Dakkanor
Tue Oct 08, 2013 10:44 pm
Forum: News
Topic: Random Ramblings #5
Replies: 13
Views: 22349

Re: Random Ramblings #5

ficolas wrote:Maybe the remands should be player-cleared?
That way you dont forget the set up of something if it is really destroyed, and time passes, and it stays for ever in the tut mision :)
i would choose player cleared, or automatically removed when something goes on top
by Dakkanor
Mon Oct 07, 2013 11:29 pm
Forum: Releases
Topic: Version 0.7.0
Replies: 110
Views: 60967

Re: Version 0.7.0

would it be possible to extend the electric system stats?
i often want to know what %of each power item is utilized, what the max utilization for power and consumption, total accumulator energy capacity ect ect.
by Dakkanor
Mon Oct 07, 2013 10:25 pm
Forum: Implemented Suggestions
Topic: Alabative armour
Replies: 4
Views: 4440

Alabative armour

simple idea, armor upgrades for the power armor, armor modules that constantly use power in exchange for increasing damage protection(either protection % or increasing resistance by 1 ect) also on the same note, and extended storage unit which gives the character more storage slots and a crafting up...
by Dakkanor
Mon Oct 07, 2013 10:21 pm
Forum: Ideas and Suggestions
Topic: Better defense systems!
Replies: 7
Views: 10578

Re: Better defense systems!

love the idea of laser walls, but i'd say that power use is proportional to length, and each hit it take's is absorbed by using more energy.
by Dakkanor
Mon Oct 07, 2013 10:05 pm
Forum: Translations
Topic: Translation changes 0.7.1
Replies: 5
Views: 11767

Re: Translation changes 0.7.1

Hey i thought about it, instead of having 1-5 and Shift + 1-5, and switch between quickbars, how about 1-0 and simply Shift + 1-0 for the other quickbar ? Basically, use the 10 numbers for the 10 slots, and shift for the alternative bar. No need to switch :) +1 it always bothered be that 1-5 works ...

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