Search found 18 matches
- Sat Aug 27, 2016 3:19 pm
- Forum: Not a bug
- Topic: [Pending] [Oxyd] 2-stage Manual Crafting
- Replies: 5
- Views: 2286
Re: [Pending] [Oxyd] 2-stage Manual Crafting
Hmm, I was about to report this as a bug, too. Handcraft.png The current solution doesn't feel very intuitive, because the tooltip (and the message when you click to attempt the craft) says there are materials missing, which clearly there aren't. I can't say I'm thrilled about it, and agree with Orz...
- Fri Mar 11, 2016 3:31 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149495
Re: Friday Facts #129 - The late game
Dirty ore sounds good to me .
As for the infinite research, I'd advise doing linear advantages with exponential research costs, just from a balancing perspective.
As for the infinite research, I'd advise doing linear advantages with exponential research costs, just from a balancing perspective.
- Sun Mar 06, 2016 11:15 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227602
Re: Friday Facts #128 - Back down to earth
I'm not that enthusiastic about the idea of a loader, but I'm well aware I probably represent just a small subset of Factorio players - let's say, the more 'harcore' ones. In the design/functionality that's in the FF post it seems like it would trivialize some content that I currently find enjoyable...
- Wed Mar 02, 2016 10:21 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 198762
Re: [0.12.x] RSO Discussion thread
The main reason I switched to 1.0.3. is because I felt the newer versions never got the oil balance quite right. It was usually too much oil for me.
- Fri Nov 13, 2015 12:25 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 398030
Re: [0.11.22/0.12.x][v0.12.7] Bob's Ore Mod.
I didn't read through the entire thread so sorry if this has been posted before, but could you please increase the contrast of certain ores, including the minimap colors? In addition to those suggestions: another way to differentiate between them on the minimap might be to give them different textu...
- Sat Nov 07, 2015 10:12 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 348000
Re: [MOD 0.12.x] Treefarm REDUX
Thanks for the effort Mordred, I'll give that attachment a shot .
- Sun Nov 01, 2015 7:14 pm
- Forum: Gameplay Help
- Topic: Smart inserter has no red/green wire condition
- Replies: 3
- Views: 7945
Re: Smart inserter has no red/green wire condition
Just to clarify in case any confusion remains: the red and green wire conditions are now housed under "circuit condition", which will become applicable after you wire up the smart inserter.
- Thu Oct 01, 2015 12:43 pm
- Forum: Releases
- Topic: Version 0.12.9
- Replies: 29
- Views: 37875
Re: Version 0.12.9
Do you have "Enable experimental updates" checked under Options > Other?Peter34 wrote:My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
- Tue Sep 29, 2015 3:44 pm
- Forum: Modding help
- Topic: Drop items on ground
- Replies: 3
- Views: 17652
Re: Drop items on ground
I'm not sure I understand the question correctly, but dropping an item on the floor from your cursor is Z by default. Is that what you're looking for?
- Tue Sep 29, 2015 3:14 pm
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 41550
Re: Concrete stacks way too low.
- make the bots more intelligent: There should be a "working queue" for each bot with his estimated duration. If it is faster to add a task to a bot, which is at that time closer to the target than a free one, that is far away, why should the distant bot do it? I agree, and I see some qui...
- Tue Sep 29, 2015 11:58 am
- Forum: Gameplay Help
- Topic: Solid Fuel v. Coal
- Replies: 8
- Views: 35470
Re: Solid Fuel v. Coal
Once I get to blue circuits and modules, petroleum tends to be the bottleneck, so I generally crack every drop of oil into petroleum . But then again, I'm playing with a mod (RSO; Resource Spawner OVerhaul) that makes oil fields a lot more rare.
- Tue Sep 29, 2015 11:49 am
- Forum: Ideas and Suggestions
- Topic: Player crafting speed research
- Replies: 30
- Views: 15765
Re: Player crafting speed research
I'm with ssilk on this one. Not a huge fan of the idea of increased player crafting speed, unless there is some serious drawback involved (e.g. consuming certain resources in exchange for the increased crafting speed). This is a logistics game; the logistics are meant to be challenging, otherwise th...
- Thu Sep 24, 2015 3:42 pm
- Forum: Implemented Suggestions
- Topic: When an Alert Comes Up Clicking it takes you to the map.
- Replies: 10
- Views: 11208
Re: When an Alert Comes Up Clicking it takes you to the map.
Good idea. I add: When an new alert comes in, - alert sound comes - after 1/2 to 1 second the minimap changes to the target. - The minimap shows then also your current position, if you are not on that map. This helps to localize the position of the event a lot. - after 1 or 2 seconds the minimap ch...
- Mon Sep 21, 2015 10:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Assembly Time Extension
- Replies: 3
- Views: 5772
Re: [MOD 0.12.x] Assembly Time Extention
Nice, might give it a go. Meanwhile, nitpicking: it's spelled extension .
- Mon Sep 21, 2015 10:28 pm
- Forum: Gameplay Help
- Topic: Sulfur Chemical Plant Wont Take In Resouces
- Replies: 4
- Views: 22697
Re: Sulfur Chemical Plant Wont Take In Resouces
Also note that sulphur is not a fluid but a solid object which has to be transferred by inserter, so your current attempt at piping it to the sulphuric acid plant won't do the trick .
- Mon Sep 21, 2015 10:27 pm
- Forum: Gameplay Help
- Topic: Sulfur Chemical Plant Wont Take In Resouces
- Replies: 4
- Views: 22697
Re: Sulfur Chemical Plant Wont Take In Resouces
I'm afraid you have the inputs reversed (i.e. you're trying to input water at the petroleum pipe, and petroleum at the water pipe). They are not interchangeable.
- Sun Sep 20, 2015 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Train length [wagon, locomotive]
- Replies: 23
- Views: 29362
Re: Train length [wagon, locomotive]
Seems like a good suggestion to me. Makes the train loading/unloading more consistent and intuitive. Although it will be a nightmare to rework all my stations .
- Thu Sep 17, 2015 9:42 am
- Forum: Releases
- Topic: Version 0.12.8
- Replies: 36
- Views: 46659
Re: Version 0.12.8
Would you like some pepper with that salt, Vulkandrache? ;) Not everyone likes every change, and different people have different tastes. The feedback on the new steel furnace graphics were overwhelmingly positive in the Friday Facts thread that revealed them. If I were you I would try to zoom out a ...