Search found 205 matches

by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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 ...
by Tinyboss
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...
by Tinyboss
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.
by Tinyboss
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...
by Tinyboss
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?
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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.
by Tinyboss
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...
by Tinyboss
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...
by Tinyboss
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 ...
by Tinyboss
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.

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