Search found 205 matches
- Tue Jan 06, 2015 5:57 pm
- Forum: Off topic
- Topic: The longest industrial ropeway
- Replies: 4
- Views: 10841
Re: The longest industrial ropeway
That's really cool, thanks for posting it!
- Mon Jan 05, 2015 4:46 pm
- Forum: Off topic
- Topic: What's your 2nd favourite game?
- Replies: 26
- Views: 19121
Re: What's your 2nd favourite game?
Based on hours played it's X3:Albion Prelude, by a very wide margin. I've never played another game that took me from piloting a single crappy ship to commanding fleets of thousands, while feeling interesting and meaningful at every step in between. But absolutely, positively, DO NOT get X:Rebirth. ...
- Mon Jan 05, 2015 2:11 am
- Forum: Ideas and Suggestions
- Topic: Not Completely Flat Terrain
- Replies: 4
- Views: 2703
Re: Not Completely Flat Terrain
Unless there is an actual third dimension, with belts crossing one another etcetera, then I don't see how adding elevation really changes anything. How do you envision the game being different once this is added? Are the differences interesting, or just tedious?
- Wed Dec 17, 2014 4:12 pm
- Forum: Ideas and Suggestions
- Topic: More user friendly building placement
- Replies: 2
- Views: 968
Re: More user friendly building placement
I can see that being frustrating when that one step puts you onto a transport belt. Or a railroad track. Or within aggro range of a nest.
A better solution might be a visible build radius when a buildable object is in hand.
A better solution might be a visible build radius when a buildable object is in hand.
- Wed Dec 17, 2014 4:09 pm
- Forum: Mods
- Topic: [MOD 0.11.6][WIP] Fluid handling expansion
- Replies: 8
- Views: 16398
Re: [MOD 0.11.6][WIP] Fluid handling expansion
This looks really great!
- Tue Dec 16, 2014 4:07 pm
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 15338
Re: Modpacks - doing it right
Also fully read what i post. If you have facts, please post them and correct me. Before someone actually copypastes written rules of this topic, i say what i think is right. These are just my opinions. Next time you try to read between the lines of someones post and start quoting something out of c...
- Tue Dec 16, 2014 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Player shouldn't block building placement.
- Replies: 5
- Views: 2113
Re: Player shouldn't block building placement.
I don't know about regular building placement, but most definitely the player should not block blueprint placement.
- Tue Dec 16, 2014 2:51 pm
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 15338
Re: Modpacks - doing it right
Just by publishing a mod in here you are giving it free to the players to use it as they wish. It is only a good policy to give credit for the original mod creator and nothing more. If someone does not do it, it is not against any kind of rules or rights. this is how it is he does not need to ask f...
- Tue Dec 16, 2014 12:46 pm
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 15338
Re: Modpacks - doing it right
I think the official rule for distributing mod packs (on this forum) should be that explicit permission of mod authors is required--either because they explicitly allowed it in their license, or because they were asked for and gave permission. The onus should be on the person compiling the mod pack ...
- Mon Dec 15, 2014 1:36 pm
- Forum: Gameplay Help
- Topic: Chemplant Confusion
- Replies: 8
- Views: 3983
Re: Chemplant Confusion
I know this isn't on par with your question. It's more of a side note... You really only need 1 plastics plant. I never found a reason to have more than one. Only need one plastics plant for what? I've seen people on here discussing "One missile defense every X minutes" factories, and I'm...
- Mon Dec 15, 2014 2:03 am
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 20825
Re: Force-place Incomplete Blueprints
I strongly support this. In fact, it's the way I'd expect it to work even without shift/control clicking. I was a bit surprised by the all-or-nothing current behavior.
- Sun Dec 14, 2014 4:40 pm
- Forum: General discussion
- Topic: factorio keychain
- Replies: 6
- Views: 3155
Re: factorio keychain
Nice! Also, I think an inserter keychain would be pretty sweet.
- Thu Dec 11, 2014 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Non-instant multi-stage (de-)construction (and more)
- Replies: 6
- Views: 2614
Re: Non-instant multi-stage (de-)construction (and more)
To the OP, what does this suggestion add to the game? Is it just some time-sink that I have to go through every time before I can build in an area, or does it open up new options and interesting choices? I think complexity should be actively avoided when it doesn't meet that test.
- Sat Dec 06, 2014 2:59 pm
- Forum: General discussion
- Topic: Another lighting form?
- Replies: 6
- Views: 2591
Re: Another lighting form?
Lighted electric poles, now THAT's a great idea.
- Fri Dec 05, 2014 4:29 pm
- Forum: Ideas and Suggestions
- Topic: trash bins
- Replies: 11
- Views: 6045
Re: trash bins
It's one of the most common suggestions, so I hope we'll get it someday. Along with that, I think it'd be cool if some recipes produced waste products that have to be disposed of, too.
- Fri Dec 05, 2014 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Oil Refinery RANT
- Replies: 10
- Views: 16540
Re: Oil Refinery RANT
Every other producer in the game stops producing when the products back up. Why should the refinery be any different? Stuff has to go somewhere. On a more helpful note, you could plan ahead with a few storage tanks for light and heavy oil. Advanced Oil Processing will make everything easier by letti...
- Fri Dec 05, 2014 2:59 pm
- Forum: Spread the Word
- Topic: Vote for Factorio!!
- Replies: 11
- Views: 26167
Re: Vote for Factorio!!
Oops, I guess I clicked it too hard!Schorty wrote:That vote button on indiedb didn't work for me... Some database errors. May aswell try it later
- Fri Dec 05, 2014 2:57 pm
- Forum: Show your Creations
- Topic: if your pro you should know
- Replies: 3
- Views: 5407
- Fri Dec 05, 2014 12:34 pm
- Forum: Implemented mod requests
- Topic: Extend 'operable' property
- Replies: 2
- Views: 3693
Re: Extend 'operable' property
Trains. A lot of people would like inserters to be unable to take fuel out of trains, both for consistency and for more flexibility in station design, but some people seem opposed to that. I think those in opposition think that the current behavior is consistent, and that it provides flexibility in...
- Thu Dec 04, 2014 10:51 pm
- Forum: Spread the Word
- Topic: Vote for Factorio!!
- Replies: 11
- Views: 26167
Re: Vote for Factorio!!
I clicked that "vote" button so hard.