Search found 201 matches
- Sun Aug 17, 2014 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Let the Steam Engines explode when overloaded for too long
- Replies: 7
- Views: 3481
Re: Let the Steam Engines explode when overloaded for too lo
Good idea for a mod, very bad idea for something that would be a part of the core game.
- Mon Aug 11, 2014 4:41 am
- Forum: Implemented Suggestions
- Topic: Nuclear Power?
- Replies: 1
- Views: 2165
Re: Nuclear Power?
Try this thread instead:
https://forums.factorio.com/forum/vie ... hp?f=9&t=5
Last 2 pages are pretty much all about nuclear power.
https://forums.factorio.com/forum/vie ... hp?f=9&t=5
Last 2 pages are pretty much all about nuclear power.
- Thu Aug 07, 2014 7:10 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 45088
Re: Early Power.
Manual pumping could be added to make it more tedious at the very start and after a blackout, but pumps already get their power from the same source belts do. The elusive Handwavium molecule consists of 2 particles: Reason and Anti-reason ("Reason not to"). Reason consists in turn of 3 sma...
- Thu Jul 31, 2014 4:26 pm
- Forum: Mods
- Topic: [0.11.15]FactoCAD 0.0.4 (20/02/15)
- Replies: 36
- Views: 49960
Re: FactoCAD
I love the placeholder-like look of this mod.
Reminds me of the high-visibility graphical mods for Quake.
Reminds me of the high-visibility graphical mods for Quake.
- Mon Jul 28, 2014 12:06 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 30224
Re: Get rid of Pickaxe tool
In its current state it's a placeholder that hasn't been yet removed. It adds nothing to the game and no major mod uses it in any way that wouldn't be solved better with upgrades and/or inventory scan. As for modability, it could be useful to have an arbitrary number of "equip slots" that ...
- Sun Jul 27, 2014 8:39 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 30224
Re: Get rid of Pickaxe tool
It's not as trivial with the armor slot, because of modular armors.
- Sun Jul 27, 2014 3:01 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 30224
Re: Get rid of Pickaxe tool
The way it is now allows for future upgrades and more flexibility with mods. If not already there, a tool tag should be added to objects. The source tool would need the same tags (one or all?) as the target object in order to operate. Expanding the mod functionality of the tool slot would let modde...
- Mon Jul 21, 2014 7:45 am
- Forum: Ideas and Suggestions
- Topic: Factory Linking
- Replies: 2
- Views: 1733
Re: Factory Linking
Sounds good to me, especially if we also had output linking. This would make fast inserters actually useful for building->building transport (as opposed to building<->belt). It would also make smart inserters' filter mode useful for more than just filtering stray coal/ores from impure ore/coal belts...
- Thu Jul 17, 2014 2:16 pm
- Forum: Gameplay Help
- Topic: Turn on automatic alien attacks
- Replies: 5
- Views: 3344
Re: Turn on automatic alien attacks
There's a problem with that:-root wrote:1. BUild rocket defense
2. Every biter on the planet gets called to the location you just built
3. Survive 10mins.
Biters are only generated in the locations you've discovered (at least with radar).
- Wed Jul 16, 2014 11:56 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 230354
Re: Electric energy
After playing RimWorld for a bit I can definitely say that randomly blowing-up accumulators wouldn't work in Factorio at all. Pre-construction bots they would mean you have to babysit acc farms like frontline walls and do the boring, tedious, menial job of replacing/repairing damaged stuff. Post-con...
- Wed Jul 16, 2014 11:47 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 25552
Re: "Free belt system" versus "belt circuit"
If the player has no electricity it would be no big deal to put some wood or coal in only one fired belt to power a whole chain of many belt segments. It would be no big deal to not put that wood and have it run on magic instead. Basically, you trade some lack of realism for tedium. Yet another men...
- Wed Jul 16, 2014 4:54 am
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 25552
Re: "Free belt system" versus "belt circuit"
Basic belts don't use energy for an extremely good reason: it benefits the gameplay. Realism is good and all, but unless someone provides a good, workable, usable solution to "free energy belts" that actually adds something to the game, belts will stay free to use. Free energy belts aren't...
- Sun Jul 13, 2014 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Liquid splitter
- Replies: 14
- Views: 9189
Liquid splitter
A T-shaped pump with one input and 2 (or maybe 3) outputs. Not 2 inputs like belt splitter, because pipes can't have mixed contents.
At the moment balancing liquids you can't overproduce is complicated and incredibly unconventional and this would be a very simple fix to that.
At the moment balancing liquids you can't overproduce is complicated and incredibly unconventional and this would be a very simple fix to that.
- Sat Jul 12, 2014 11:22 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 324429
Re: You know you play Factorio too much when...
When you see burning gas above stove and it blows your mind.
When you try to transport 10 train wagons inside a car.
When you get frustrated that 10 train wagons don't fit inside a car, so you carry them on your back.
When you turn pumps sideways to block the flow of water.
When you try to transport 10 train wagons inside a car.
When you get frustrated that 10 train wagons don't fit inside a car, so you carry them on your back.
When you turn pumps sideways to block the flow of water.
- Thu Jul 10, 2014 12:44 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 25552
Re: "Free belt system" versus "belt circuit"
Or just make the T1 belts run on coal or steam. Coal belts would require either input points for insertion on the belts (thus tedious and hard to scale), the ability to fuel the entire belt tree at a single point (and possibly remove fuel at any other point) or the ability of belt to spontaneously ...
- Wed Jul 09, 2014 4:39 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 25552
Re: "Free belt system" versus "belt circuit"
t2 belts needing power could be workable, especially if they transmitted it themselves and their energy requirements were reflected in lower material cost. It would give an incentive to connect far away mines with t2s instead of double t1s. If t2 and t3 belts needed power, it would make sense for th...
- Sat Jun 28, 2014 11:22 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 324429
Re: You know you play Factorio too much when...
You keep a truckload of coal, iron, copper and rocks on your person, just in case.
Your reaction to ecologists is stocking up on ammo.
You walk much slower in the nighttime.
You buy furniture in Ikea and put it together properly on the first attempt. Without instructions. While running.
Your reaction to ecologists is stocking up on ammo.
You walk much slower in the nighttime.
You buy furniture in Ikea and put it together properly on the first attempt. Without instructions. While running.
- Tue Jun 24, 2014 6:37 pm
- Forum: Modding help
- Topic: Produce a lot of steam from a little resource
- Replies: 9
- Views: 4594
Re: Produce a lot of steam from a little resource
How about making uranium a fluid? You could then dose it in values below 1 per reaction. For more realism, you could have a reaction that requires a lot of liquid uranium, but outputs back most of it to simulate the need for critical mass of fissile material. This would require a loopback pipe, thou...
- Mon Jun 16, 2014 8:09 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 324429
Re: You know you play Factorio too much when...
You tear down a wall and then rebuild it to save materials You wash yourself with just a tiny trickle of boiling hot water instead of a stream of warm water You don't leave your house until you acquire a machine gun (also works for "you live in America for too long when") Your house has no...
- Mon Jun 16, 2014 4:48 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 324429
Re: You know you play Factorio too much when...
When you cram 64 slices of bread into a toaster When you keep a tub full of boiling hot water in case of power shortage When you never turn on any of the lights in your house because they waste electricity When you empty any box before picking it up, so that it doesn't fill your house with its conte...