Search found 51 matches
- Thu Aug 11, 2016 8:03 pm
- Forum: Implemented Suggestions
- Topic: Disable stations by circuit control
- Replies: 18
- Views: 11010
Re: Disable stations by circuit control
There was a "smart trains" mod for 0.12 that did a bunch of those things. Not sure if it's been upgraded for 0.13. The problem right now is that signals that are forced red by the circuit network are not treated the same way as signals that are forced red because of another train being in ...
- Fri Jul 22, 2016 5:06 am
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 4143
Re: Get rid of different speed belts
They could add something like the "upgrade planner" that helps you with replacing items with higher (or lower) tier versions of themselves (the bots do it, it's a shortcut for "deconstruct + reconstruct"). Right. If they're gonna add significantly more stuff that needs to be upg...
- Fri Jul 22, 2016 1:51 am
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 4143
Re: Get rid of different speed belts
If you went 'the opposite way', you would end up exactly like what you mentioned - mods doing everything automatically. You still need to set up production of the new things, and it's only "automatic" to upgrade once you're far enough along to have construction bots covering your whole ba...
- Thu Jul 21, 2016 8:55 pm
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 12366
Re: Fit integer number of items in transport belt
No, it's not a good question, cause you can answer it yourself. :) https://en.wikibooks.org/wiki/Floating_Point/Fixed-Point_Numbers I think his point is that "fixed-point" and "floating-point" numeric types are mutually exclusive, so a "fixed-point float" makes no sens...
- Thu Jul 21, 2016 8:49 pm
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 4143
Re: Get rid of different speed belts
>Why not make a single type belt and make it's speed increase autamatically when you researching their speed increase? ...because it makes things too easy and is totally unrealistic? I actually think they should go in the other direction and not give instant massive free upgrades for things like tur...
- Thu Jul 21, 2016 8:43 pm
- Forum: Gameplay Help
- Topic: Cant spawn biters :/ [0.13.9]
- Replies: 2
- Views: 1800
Re: Cant spawn biters :/ [0.13.9]
Honestly I'm starting to think they should simply not have the "none" option for biters, since "very low" with peaceful mode makes them a non-factor unless you're building a megabase and need vast amounts of empty space. Or have it give you a big warning saying "WARNING: YOU...
- Thu Jul 21, 2016 8:30 pm
- Forum: Gameplay Help
- Topic: mega biter groups.... biters way more agresive ? !
- Replies: 4
- Views: 2820
Re: mega biter groups.... biters way more agresive ? !
Can you provide us a save to have a look ? Maybe you have high biters settings and high evolution factor ? From the screenshot above his evolution is maxed (99.9%) and he's >100 hours in, so yes, he's maxed out on evolution at least. If you clear nests until none are getting hit by pollution, they ...
- Thu Jul 21, 2016 5:33 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 23465
Re: Best way to defend
The power is obvously for searching for biters. This is not so obvious when gun turrets do the same "searching" with zero electrical power input. Whether taking advantage "instant-on" laser turrets is an "exploit" or a "feature" is not so clear-cut. It certai...
- Tue Jul 19, 2016 5:27 pm
- Forum: Gameplay Help
- Topic: Logistic Bots stuck in far parts of Base
- Replies: 16
- Views: 6003
Re: Logistic Bots stuck in far parts of Base
This would waste even more power and is still not what the OP (or, most likely, anyone) wants their logistic bots to do.Harkonnen604 wrote:Making idle bots pick random roboport to go for vacation would probably solve the problem and evenly distribute them across the base.
- Mon Jul 18, 2016 11:17 pm
- Forum: Gameplay Help
- Topic: Change version make you LOOSE ANYTHING
- Replies: 9
- Views: 4007
Re: Change version make you LOOSE ANYTHING
It messed up 0.13 saves by going 0.13 -> 0.12 -> 0.13 in Steam without launching the game? No, that should not happen. (But I highly recommend backing up your saves before doing anything like that.) Alternatively, you can download the standalone 0.12.35 version from the website by linking your Steam...
- Mon Jul 18, 2016 8:49 pm
- Forum: Gameplay Help
- Topic: Change version make you LOOSE ANYTHING
- Replies: 9
- Views: 4007
Re: Change version make you LOOSE ANYTHING
the version numbers you are using don't exist yet, there is a stable one (0.12.35) and an experimental one (0.13.9) are you sure you are in the right forum? "ALL MY INVENTORY IS AWAY" is it empty or is the UI missing? "i tried to produce a map" you tried to create a new map? &qu...
- Mon Jul 18, 2016 8:39 pm
- Forum: Gameplay Help
- Topic: Logistic Bots stuck in far parts of Base
- Replies: 16
- Views: 6003
Re: Logistic Bots stuck in far parts of Base
I suppose that if you really wanted to, you could have a system that manually removes robots from the outlying roboports and ships them back to the middle of the base. Inserters can pull bots out of the roboports when they're "parked". But the way it's currently designed, the bots go where...
- Mon Jul 18, 2016 12:11 am
- Forum: Ideas and Suggestions
- Topic: Logistic Robot Efficiency
- Replies: 7
- Views: 3201
Re: Logistic Robot Efficiency
It should be possible for the robot to check if there is anything in the player's trash slot before it leaves; This is already done. The problem is: if you have enough free robots, it is quite unlikely, that a robot finishes his job, when directly below him a new job appears. That way all jobs are ...
- Mon Jul 18, 2016 12:06 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about water production and usage
- Replies: 9
- Views: 3446
Re: Be more clear about water production and usage
Off-topic It's harder to run >20 engines per group because you start running into pipe throughout issues if you're not careful. The layout is quite easy and organic: PUMPS ----> BOILERS -----> STEAM ENGINES <<< --- >>> TANKS Oh, and what I forgot to say is: It makes only sense, when you got your fi...
- Sun Jul 17, 2016 2:21 am
- Forum: Ideas and Suggestions
- Topic: Logistic Robot Efficiency
- Replies: 7
- Views: 3201
Re: Logistic Robot Efficiency
Well, I would like that too, but how do you want to calculate that? I mean: Robot 1 flies to player to pick up something. Some milliseconds later Robot 2 is sent to the player to bring him something. But first he needs to pick up the item he needs, then he flies to the player. How do you want to ma...
- Sun Jul 17, 2016 2:08 am
- Forum: Ideas and Suggestions
- Topic: Why can't we plant trees?
- Replies: 5
- Views: 3443
Re: Why can't we plant trees?
On the timescale that Factorio seems to run, trees would not really be a renewable resource.Avezo wrote:We send rocket to the space, but can't plant some trees. This is weird.
- Sun Jul 17, 2016 2:02 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about water production and usage
- Replies: 9
- Views: 3446
Re: Be more clear about water production and usage
One point: I never use the 1:14:10 setup, I make it more like 3:28:25 plus some tanks to store the hot water; to achieve, that the boilers are always 100% under load. What I want to say is: There are useful numbers, but nobody has proven, that it is the optimal way to do it always like so. The 1:14...
- Sat Jul 16, 2016 3:38 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about water production and usage
- Replies: 9
- Views: 3446
Re: Be more clear about water production and usage
Regarding the first point, the 1:14:10 setup is derived through knowledge accessible to all users. You could have learned it yourself, and the posts explain why the setup is so good also explain how they've figured it out. Right now, this is not particularly easy to figure out from in-game sources....
- Sat Jul 16, 2016 3:29 am
- Forum: Balancing
- Topic: Biters: make them easier to maze, slower, tougher.
- Replies: 4
- Views: 4112
Re: Biters: make them easier to maze, slower, tougher.
The "Misanthrope" mod makes some AI changes along these lines (they try to avoid turrets and attack unguarded infrastructure, in particular). You should definitely check it out! It makes the game a lot harder, since you basically can never have any weak points in your defenses and expansio...
- Sat Jul 16, 2016 3:17 am
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 5729
Re: Take the magic out of the ballistic turret
It might be interesting to start with burner turrets that are weaker, then research electric ones.
Or maybe something like their fire rate is cut by 75% when they're unpowered.
Armored turrets with more HP for the endgame might also be nice.
Or maybe something like their fire rate is cut by 75% when they're unpowered.
Armored turrets with more HP for the endgame might also be nice.