Search found 205 matches
- Sat Aug 08, 2015 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Tweak to power pole auto-placement
- Replies: 1
- Views: 1190
Tweak to power pole auto-placement
I think after you've placed the first power pole, subsequent auto-placed poles should only consider the pole you just placed. When there's any other poles nearby it interrupts my nice regular pole spacing and 9 times out of 10 (at least) I end up either manually doing the optimum placement (by watch...
- Sat Aug 08, 2015 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance
- Replies: 11
- Views: 3325
Re: Maintenance
I like this idea and should be implemented so: - New module: Lubricant-module. - If you insert it into a device it will raise speed and efficiency, but it takes lubricant for doing that. It works basically like the productivity module, but in reverse. So we would pipe the lubricant into the assembl...
- Sat Aug 08, 2015 1:25 am
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22828
Re: Eyedropper - An easier way to pick items from your inventory
Okay, I made a very quick and dirty fix and uploaded it. Thanks for the report! It actually was on_init instead of on_load in the first version. But apparently on_init only gets called once, ever, and so it's a bad place to put options like infinite_range. For now I've just duplicated on_init and on...
- Fri Aug 07, 2015 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Improved combat / alien ai
- Replies: 2
- Views: 1510
Re: Improved combat / alien ai
I agree that combat is boring currently, but I don't think there's much room in Factorio for "interesting" combat, for one important reason: much (or most) combat occurs away from the player. If enemies are upgraded so that fighting them is unpredictable and requires ingenuity, how will ou...
- Fri Aug 07, 2015 10:06 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22828
Re: Eyedropper - An easier way to pick items from your inventory
What about a combination: #3 (which I quite like), combined with limiting to the build radius of the player. That radius is a bit "intuitive" to a player who has played for a while, so there wouldn't be much need for a visual indicator. It's even better than that, actually: the little hig...
- Fri Aug 07, 2015 5:35 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22828
Re: Eyedropper - An easier way to pick items from your inventory
Thanks for the feedback! Having used it myself for a couple of days, I realize that it does get in the way of checking the status of things. I considered limiting it to a radius around the player, but I use it on distant objects frequently enough that I decided against that. Of course, the ideal sol...
- Fri Aug 07, 2015 2:50 pm
- Forum: General discussion
- Topic: Should logistic bots be necessary?
- Replies: 21
- Views: 13868
Re: Should logistic bots be necessary?
That has got to be the most ridiculous contraption I've ever seen someone build in Factorio. :D Best compliment I've had all day, thanks! Nicely done, but where's the item output? It would have to be by...um...logistic bots. :-) Seriously, though, I thought feeding all 12 was an interesting challen...
- Fri Aug 07, 2015 2:06 pm
- Forum: Ideas and Suggestions
- Topic: A small optimization for the personal roboport
- Replies: 0
- Views: 2144
A small optimization for the personal roboport
When a construction bot in my personal roboport is assigned a job, it should not launch if I am moving toward that job faster than the bot can fly. The way it works now, it's like if you're riding a train to your outpost, and you think, "hey, I should build some more miners there", and so ...
- Fri Aug 07, 2015 12:01 am
- Forum: General discussion
- Topic: Should logistic bots be necessary?
- Replies: 21
- Views: 13868
Re: Should logistic bots be necessary?
Each assembler can have up to 8 fast inserters with a full stack bonus going in. You need one point to extract the item. So how do you do it? Can a player take several belt lines going in, and merge them into chests/cargo cars to max out 8 inserters? It sounds like a fun project to try building thi...
- Thu Aug 06, 2015 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Burnouts
- Replies: 5
- Views: 2198
Re: Burnouts
Same here, I don't see what it adds. Is there any kind of clever designing we can do to reduce or prevent burnouts? Or is it just a neverending series of random "run here, repair that" tasks until we can establish roboport coverage? If it's the latter, then I'm definitely not interested.
- Thu Aug 06, 2015 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance
- Replies: 11
- Views: 3325
Re: Maintenance
It seems like it would make the early phase of the game more tedious while changing almost nothing about the late game, where early changes to late when your whole factory has roboport coverage. I wouldn't necessarily be against it if it was designed so that we could mitigate the problems with cleve...
- Thu Aug 06, 2015 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Crafting robots
- Replies: 5
- Views: 3257
Re: Crafting robots
This takes the "all bot factory" strategy to a whole new level. What would be left--mines and oil pumps feeding into a big clump of chests with a cloud of crafting bots around it?
- Wed Aug 05, 2015 7:13 pm
- Forum: General discussion
- Topic: Replayability of factorio
- Replies: 22
- Views: 22393
Re: Replayability of factorio
What would be a good way to make one world different from another, though? There are only seven base materials (water, wood, iron, copper, coal, oil, and alien eggs) and you can't do without any one of them. You can't skip any part of the tech tree, either, apart from combat stuff. If one of the bas...
- Wed Aug 05, 2015 6:52 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23968
Re: Combat robots useless?
What exactly is "lame and cheesy" about turret creep? If we can describe the problem better, then we are halfway to finding a solution. I'll throw out some potential problems with turret creep and say what I think about each one. Feel free to comment on them or add your own objections if I...
- Wed Aug 05, 2015 4:40 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23968
Re: Combat robots useless?
Perhaps decreasing the HP of the Construction robots so they'll die in one hit from a spitter of lvl2 and up, and introduce some (fairly weak) AoE attacks for the aliens would do the trick? The problem (to my mind) with all suggestions of this type is that clearing out the hundredth biter nest is j...
- Wed Aug 05, 2015 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Quests
- Replies: 2
- Views: 1280
Re: Quests
I suppose a sequence of "Produce N units of item X" tasks with exponentially increasing amounts could give people a reason to build truly gargantuan facilities.
- Wed Aug 05, 2015 12:41 pm
- Forum: Ideas and Suggestions
- Topic: Inventory and toolbelt filters act as request slots
- Replies: 7
- Views: 4080
Re: Inventory and toolbelt filters act as request slots
A few concerns come to mind: Can you still select how many to request, or does it just try to keep a full stack in that slot? I wouldn't like that, since I always request somewhat less than an even number of stacks, so that if I pick up a few, I don't waste inventory slots. What if you want to reque...
- Tue Aug 04, 2015 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Quick pick from inventory
- Replies: 10
- Views: 3218
Re: Quick pick from inventory
I went ahead and implemented this as a mod . It's not perfect, since as far as I can tell we don't have access to any click events or mouse status, so instead of middle-clicking on things, you hover over them for one second. If you have any in your inventory, then it pulls up to a full stack of them...
- Tue Aug 04, 2015 8:52 pm
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 22828
Eyedropper - An easier way to pick items from your inventory
NOTE: This mod is deprecated. I made a much better version using billw's excellent suggestion. Type: Mod Name: Eyedropper Description: Easier selection of items from your inventory. License: Public domain Version: 0.0.2 Release: 2015-08-07 Tested-With-Factorio-Version: 0.12.2 Category: Convenience ...
- Tue Aug 04, 2015 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 6421
Re: Rail that pathfinding sees as 100 units long instead of 1
Would simply adding a pathing penalty to every train stop fix most of this? If you're going to that stop, you don't care what the penalty is; that's your destination so you have to go there. But if you're just on your way to somewhere else, it might be faster to go around.