Search found 136 matches
- Fri May 05, 2017 11:25 am
- Forum: Ideas and Suggestions
- Topic: Re name/classify the science packs
- Replies: 8
- Views: 2775
Re: Re name/classify the science packs
It's not science. It should be renamed magic research.
- Fri May 05, 2017 11:11 am
- Forum: Balancing
- Topic: Coal Liquification
- Replies: 4
- Views: 1672
Re: Coal Liquification
I find it kinda hard to believe that someone can have no oil on standard settings, because I always play with frequency of all resources lowered, and I've never seen complete absence of oil. I've had to abandon at least one game because I couldn't find any oil without hard early battles vs biters. ...
- Fri May 05, 2017 11:08 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14722
Re: Inserter drop point inconsistency
If that is true (the optimisation part, not the old behaviour part), with the new belt optimisations, is the inserter optimisation relevant anymore? Can it safely be removed to give us the old behaviour back? That's not the way code optimisation works. In any case, removing a feature to improve per...
- Thu May 04, 2017 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Replace satelite with return capsule in rocket
- Replies: 6
- Views: 1833
Re: Replace satelite with return capsule in rocket
What kind of science does one do in space, anyway? Run fun experiments in zero-g? Take cool pictures of distant stars with a giant telescope? Send probes to nearby planets to check what they're like?
Oh, sorry, it's not like any of the other "science" stuff makes any sense anyway
Oh, sorry, it's not like any of the other "science" stuff makes any sense anyway
- Thu May 04, 2017 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6976
Re: Canceling crafting when inventory is full spills items
That would make no sense. Perhaps they should just make crafting less "cheaty" and only remove resources from the inventory after completion (but "freezing" items in use).
- Wed May 03, 2017 7:05 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 65489
Re: Train station skipping conditions
You can do this in 0.15 by using the circuit network to disable stations. Mind, it doesn't work well with multiple trains and might require you building long-distance circuit networks.
- Wed May 03, 2017 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Robots should stick to roboport supply lines
- Replies: 8
- Views: 2424
Re: Robots should stick to roboport supply lines
They don't work well over long ranges, so most people work around this by having multiple smaller bot-networks.
But your suggestion is still a good idea.
But your suggestion is still a good idea.
- Wed May 03, 2017 2:14 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 123419
Re: Railroad
Trains will now ignore stations in their schedule which are disabled and go straight to the next one, so you could almost do this now — but you'd need a) each train stop to read the train contents — but this doesn't include fuel! b) use the circuit network to send a signal to the refuelling station ...
- Wed May 03, 2017 1:37 pm
- Forum: Mods
- Topic: [0.15] Side Inserters & Long Inserters
- Replies: 24
- Views: 9779
Re: [0.15] Side Inserters & Long Inserters
I consider this essential now, I like being able to pull from/output to underground belts right next to factories. :) But why not do as others have suggested and combine the output distance/fine adjustments into a single shortcut? There are currently six positions possible: near-side or far-side, le...
- Wed May 03, 2017 1:16 pm
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14722
Re: Inserter drop point inconsistency
Then I agree, but I'd like it even more if something like that mod were stock. (It could be just one key to toggle between near/far or left/right sides of the belt, and one key to rotate the pick-up point.)
Bob's version is just over-complicated (and over-capable).
Bob's version is just over-complicated (and over-capable).
- Wed May 03, 2017 11:17 am
- Forum: Implemented Suggestions
- Topic: Don't hold items in cursor
- Replies: 2
- Views: 826
Re: Don't hold items in cursor
It doesn't happen to me often. But it's one of those surprising and weird things.
For transporting items on trains, I've often wished they had a little "cabin room" for player storage only.
For transporting items on trains, I've often wished they had a little "cabin room" for player storage only.
- Wed May 03, 2017 11:14 am
- Forum: Ideas and Suggestions
- Topic: Fuel Wagons for Trains
- Replies: 3
- Views: 1505
Re: Fuel Wagons for Trains
Are you planning on increasing train fuel consumption 100-fold? Because right now they can carry enough fuel to last multiple hours of my usual usage.
- Wed May 03, 2017 11:12 am
- Forum: Ideas and Suggestions
- Topic: Personal construction robots leave w/ construction materials
- Replies: 4
- Views: 1828
Re: Personal construction robots leave w/ construction materials
Or not launch when the player is moving faster than they can (averaged over the last second or something). I hate bots jumping out of moving trains.
- Wed May 03, 2017 11:09 am
- Forum: Balancing
- Topic: Steam tanks and heat loss
- Replies: 7
- Views: 3560
Re: Steam tanks and heat loss
Hmm, storing hot gasses should at least require insulated, pressurised tanks. Without pressure the storage density of gasses is very low.
Of course a high-pressure tank full of hot gas holds a lot of kinetic energy, so it should explode on over-pressure
Of course a high-pressure tank full of hot gas holds a lot of kinetic energy, so it should explode on over-pressure
- Wed May 03, 2017 11:00 am
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11320
Re: Module Balance (Mostly Efficiency)
IMO the whole "additive multiplier" thing is wrong. I've done quite a bit of modelling (mostly epidemiology & bio-stats), and modifiers are almost always multiplicative. E.g. speed 3 modules have a 70% increase in energy consumption, productivity 3 modules have a 80% increase, so 2 pro...
- Wed May 03, 2017 10:24 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14722
Re: Inserter drop point inconsistency
This mod lets you customise output location (and pull form the side). I consider it essential now.
https://mods.factorio.com/mods/GotLag/Side%20Inserters
https://mods.factorio.com/mods/GotLag/Side%20Inserters
- Wed May 03, 2017 9:24 am
- Forum: General discussion
- Topic: [Request] Could someone share a railworld save?
- Replies: 6
- Views: 2766
Re: [Request] Could someone share a railworld save?
Find a quick-start / early bots mod.
- Wed May 03, 2017 9:04 am
- Forum: Ideas and Suggestions
- Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
- Replies: 6
- Views: 2878
Re: [1.5] Thoughts after about 20 hours of play (and a .gif!)
I can't dig this mod enough for personal power: https://mods.factorio.com/mods/DaCyclop ... hargePacks
It should probably just replace that personal-fusion-reactor-magical-thingy.
It should probably just replace that personal-fusion-reactor-magical-thingy.
- Wed May 03, 2017 9:00 am
- Forum: Ideas and Suggestions
- Topic: Zoom out from center of screen
- Replies: 4
- Views: 1059
Zoom out from center of screen
The current zoom mechanic is quite clever: it keeps the mouse pointer on the same position in the world when zooming. This is great for zooming in, but for zooming out, it counter-intuitively means you need to move the cursor in the opposite direction to where you want to move the map. Instead, zoom...
- Wed May 03, 2017 8:55 am
- Forum: Implemented Suggestions
- Topic: [0.15] Ghost/blueprint query tool if you don't have the item
- Replies: 2
- Views: 1354
Re: [0.15] Ghost/blueprint query tool if you don't have the item
This would be super useful. (It should also work for concrete/stone paths of course.)
It should be possible to get a "ghost item" in the cursor from the player's construction menu too, perhaps by shift+clicking.
It should be possible to get a "ghost item" in the cursor from the player's construction menu too, perhaps by shift+clicking.