Search found 204 matches
- 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...
- 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.
Those are the "combat robots", timed drones that follow you and shoot at your enemies.
Hope that was the question.
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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.
It's not very intuitive at first, but it works flawlessly.
- 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...
- 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".
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
I knew a tool to alter CSS for all site, all class, or other things like that, but I can't remember the name.
- 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...
- 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.
- 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.
- 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...