Search found 204 matches

by slay_mithos
Thu Apr 24, 2014 11:11 pm
Forum: Ideas and Suggestions
Topic: Conveyor Belt Router
Replies: 52
Views: 18342

Re: Conveyor Belt Router

Just so you know, there are a lot of suggestion that come from people not fully knowing the game, that don't want complex builds when they can suggest a 1-tile entity that would do the same. Many of them are about belts and the current splitter. The devs made it clear on a few thread earlier that th...
by slay_mithos
Thu Apr 24, 2014 12:56 pm
Forum: Gameplay Help
Topic: combat robots
Replies: 2
Views: 2468

Re: combat robots

if you researched combat robotic, then you unlocked a recipe/item called "defender capsule".
Those are the "combat robots", timed drones that follow you and shoot at your enemies.

Hope that was the question.
by slay_mithos
Wed Apr 23, 2014 7:36 pm
Forum: Ideas and Suggestions
Topic: The way the research screen pops up when completed....
Replies: 12
Views: 5135

Re: The way the research screen pops up when completed....

No, I agree, it can b a burden at times, either when you are planning/setting things up, or when timing is of the essence like fighting. Yes, it pauses, but you still usually loose a bit of time when unpausing, and it even makes me wait for the research to finish (and not launch the next) when I am ...
by slay_mithos
Wed Apr 23, 2014 6:01 pm
Forum: Ideas and Suggestions
Topic: Some ideas to change Bots mechanic
Replies: 15
Views: 8010

Re: Some ideas to change Bots mechanic

In my opinion it shouldn't be Right or Wrong way. Everybody should be able to play like they want and if someone decide to not use trains and transport everything by bots, than why not? Game should provide simple mechanics to support that. Factorio is that kind of game where all should be adjustabl...
by slay_mithos
Tue Apr 22, 2014 7:27 pm
Forum: Implemented Suggestions
Topic: Transport Belts reworking
Replies: 17
Views: 6793

Re: Inserter's capture range

The only thing that would "fix" this would be to not push items after the last spot on a belt. The problem with that solution is that it's this very thing that makes the whole belt system work in the first place, so "fixing" it would mean reworking the whole belt system to a more...
by slay_mithos
Tue Apr 22, 2014 7:18 pm
Forum: Implemented Suggestions
Topic: If you want more sales...
Replies: 4
Views: 2173

Re: If you want more sales...

The thing is that steam is overflowed by early access and old titles at this point, with so many things on sale every day that if it doesn't take off right away, it has all the chances to get buried for a long time. Making sure that the game is close to release, or even released would give it a lot ...
by slay_mithos
Tue Apr 22, 2014 3:10 am
Forum: Not a bug
Topic: [0.9.8 - Windows 64] inserters will not load a turret
Replies: 3
Views: 1974

Re: [0.9.8 - Windows 64] inserters will not load a turret

Inserter never fill the target, unless it is a chest, that's a decision made by the devs, so I doubt it's actually a bug. That said, if you plan your inserters well, it should not be a problem, given that they will try to insert a new one as soon as one is consumed, so if you have a decent supply ch...
by slay_mithos
Tue Apr 22, 2014 1:10 am
Forum: Ideas and Suggestions
Topic: Conveyor Belt Router
Replies: 52
Views: 18342

Re: Conveyor Belt Router

There is actually a way to separate both sides, using a splitter, into two "belt to ground" exits facing away from each other.
It's not very intuitive at first, but it works flawlessly.
by slay_mithos
Mon Apr 21, 2014 3:31 pm
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 36195

Re: Ideas & Suggestions

ok, this is nuts... I know it's not given to everyone to write a correct english, but if we all just write in our language, it'll just make it all harder to understand to everyone. I hope at least that drs9999 can read Cyrillic (russian?), because if he can't, then nearly two pages of "suggesti...
by slay_mithos
Wed Apr 16, 2014 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
Replies: 8
Views: 2668

Re: [0.9.8] Why is this signal yellow?

As far as I know, yellow is for "this portion is the path of a train, not currently inside that portion".
by slay_mithos
Wed Apr 16, 2014 1:37 am
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 52419

Re: [MOD 0.9.x] Telelogistics v0.1.0

It seems like a nice idea for doing basically the same basic thing as logistic robots, but I have one question. Is the energy cost dependant on the distance? Because if not, it's not a mod for me, because it conflicts with the very idea of using trains. If it is, then the trains and belts might stil...
by slay_mithos
Wed Apr 16, 2014 1:08 am
Forum: Off topic
Topic: Sooo very offtopic :)
Replies: 18
Views: 15331

Re: Sooo very offtopic :)

Bah, the best script related thing in FF is still 'nocript', as it enables you to choose what sites can provide scripts at all. It can really screw many sites, but you really reduce risks. As for alerts, it's really something that should be kept for debug and building only, there are many ways to ma...
by slay_mithos
Wed Apr 16, 2014 12:49 am
Forum: Ideas and Suggestions
Topic: New way for electricity
Replies: 4
Views: 2560

Re: New way for electricity

While this would make it more realistic, it immediately reminds me of Minecraft mods and their 3 different approach to energy: Do note that those are my feelings about these, I know a lot of people thinking completely differently about this. IC2: Voltage based, adds a lot to realism, but not so easy...
by slay_mithos
Wed Apr 16, 2014 12:29 am
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 32835

Re: [0.9.x] Reygan's Assembly Mod

Isn't that what a lot of mods are? You start by making them for yourself and then share it for anyone else that might like it. Obviously not everyone uses the mod's they make but I'd think that the majority do. Yes and no. I mean, sure, anyone doing mods (be it playing with mods or actually making ...
by slay_mithos
Tue Apr 15, 2014 10:47 pm
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 32835

Re: [0.9.x] Reygan's Assembly Mod

I am sad to say that I will most likely never use or promote your mod, and it's only because of you. "Nothing useful was there" "And because i dont like it, it has lowest priority for me" Plus the fact that you didn't ask the original authors before publicly releasing a mod using...
by slay_mithos
Mon Apr 14, 2014 9:53 pm
Forum: Off topic
Topic: Sooo very offtopic :)
Replies: 18
Views: 15331

Re: Sooo very offtopic :)

Well, firefox has firebug for inline html/js/css modification, but it doesn't stay between pages.

I knew a tool to alter CSS for all site, all class, or other things like that, but I can't remember the name.
by slay_mithos
Mon Apr 14, 2014 9:45 pm
Forum: Videos
Topic: [YouTube] FishSandwich's Factorio playthroughs
Replies: 292
Views: 88717

Re: Yet another Factorio let's play

I watched the 0.8 playthrough, and I have to say that I found it pretty boring, for a few reasons. Keep in mind that those are personal preferences, so my view might not be shared by many. Playing on peaceful doesn't exactly showcase the full extend of the game, because you never have to fear the al...
by slay_mithos
Mon Apr 14, 2014 9:25 pm
Forum: Ideas and Suggestions
Topic: wood, more uses , light bridges, weak walls
Replies: 9
Views: 5135

Re: wood, more uses , light bridges, weak walls

The problem with recipes using wood is that the base game can't automate wood production, meaning that you can't fully automate anything that requires wood.
by slay_mithos
Mon Apr 14, 2014 9:23 pm
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 32835

Re: [0.9.x] Reygan's Assembly Mod

If you are changing some vanilla recipes, I would advise testing it with dytech too, because that mod makes quite a lot of changes (stone gear for a lot of low tier stuff, for example), and you might want your mod to be compatible with the other "big" mods too.
by slay_mithos
Sun Apr 13, 2014 5:28 am
Forum: Releases
Topic: Scenario pack 0.9.8 update problems
Replies: 3
Views: 10599

Re: Scenario pack 0.9.8 update problems

Oh, that one typo...

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