Search found 31 matches
- Fri Oct 06, 2017 1:54 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 33651
Re: Friday Facts #211 - The little things
I dont really mind no additional features. I accually want to see more QoL improvements, i always felt like Factorio did a really good job on allowing the player to interact with the world in faster and efficient ways and enjoyed them a great deal. Keep them comming! edit: Hm, shouldnt the drawing a...
- Mon Aug 28, 2017 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Combat and Alien Rework
- Replies: 5
- Views: 2311
Re: Combat and Alien Rework
That saddens me to hear that. I feel like combat is still the only area that didnt get as much attention as the whole rest of the game even thought a lot of gameplay could be integrated there, espacially for lategame when you are mainly expanding your outposts to supply your base. Combat has so much...
- Sun Aug 27, 2017 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Combat and Alien Rework
- Replies: 5
- Views: 2311
Combat and Alien Rework
Hey, i recently had the idea of a complete combat overhaul. I know this would require a quite drastic change, but hear me out, because i believe this would elevate the combat part to new heights. What we currently have: The combat in Factorio is cool. You can equip yourself with cool weapons, bots a...
- Sat Aug 05, 2017 4:47 pm
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 18499
Re: Friday Facts #202 - High res circuit connectors
Those are the base stands of inserters (burner inserter in this case).brunzenstein wrote:The spiders in the second row in the picture are what entity?
The grabby hands are missing because they are seperate sprites/images since they need to rotate while the base does not.
- Mon Jul 31, 2017 4:28 pm
- Forum: Show your Creations
- Topic: Yet Another Kovarex Enrichment Design
- Replies: 6
- Views: 5655
Re: Yet Another Kovarex Enrichment Design
I guess having beacons around the Uranium Processing makes sense since you are able to use Productivity Modules. Beacons for the Kovarex Enrichment Process is indeed not required, but would help to get the Uranium production going when first starting out. It then could be removed and/or just more ce...
- Sun Jul 09, 2017 3:14 pm
- Forum: Show your Creations
- Topic: FactorioScript by unobtanium
- Replies: 0
- Views: 3809
FactorioScript by unobtanium
https://github.com/un0btanium/FactorioScript/raw/master/images/factorioscript.png Hello, last week i stumbled upon DemiPixel's FactorioScript , but sadly did not find any release or source files. Therefore, i took it upon myself to create it from scratch. What is this? A compiler for the game Facto...
- Sun Jul 09, 2017 12:05 am
- Forum: Show your Creations
- Topic: Yet Another Kovarex Enrichment Design
- Replies: 6
- Views: 5655
Re: Yet Another Kovarex Enrichment Design
Well, but then it wouldnt be this compact :S
- Tue Jul 04, 2017 6:52 pm
- Forum: Show your Creations
- Topic: Yet Another Kovarex Enrichment Design
- Replies: 6
- Views: 5655
Re: Yet Another Kovarex Enrichment Design
Nobody has any feedback? :c Cmon, someone will spot something to improve
- Fri Jun 23, 2017 3:08 pm
- Forum: Show your Creations
- Topic: Yet Another Kovarex Enrichment Design
- Replies: 6
- Views: 5655
Re: Yet Another Kovarex Enrichment Design
I have updated the blueprint book (and pictures) to fix some issues with the previous designs. Place and forget blueprints now come for both earlygame (version A) and lategame (version C) as well. Both are turning the U235 directly into fuel cells and stop processing once the chests start to fill up...
- Tue Jun 20, 2017 11:50 am
- Forum: Show your Creations
- Topic: Yet Another Kovarex Enrichment Design
- Replies: 6
- Views: 5655
Yet Another Kovarex Enrichment Design
Hello, this design does not reinvent the wheel (the inner workings are used in other designs already), but this design comes with an easily expandable "place-and-forget" version for the earlygame and lategame. The blueprint book contains three versions: Version A : Earlygame version, which...
- Fri Nov 04, 2016 12:06 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118071
Re: Friday Facts #160 - Playtesting
With the new multiplayer working, i would like to see another feature for personal roboports. Let us keybind a button which turns the personal roboports on/off. This allows us to manually tell when we want to build or destruct stuff. Robots would stay in the inventory or return back to it. This woul...