Search found 78 matches
- Wed Apr 18, 2018 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Something to replace the "steel axe" character slot
- Replies: 10
- Views: 2669
Re: Something to replace the "steel axe" character slot
Well... By the time you're done with the steel pickaxe, how much manual mining will you still be doing? You'll rapidly have a personal roboport and a helpful gaggle of construction bots that do all that manual labor for you. I can see what your idea is but... isn't it sort of pointless? Well there ...
- Wed Apr 18, 2018 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Something to replace the "steel axe" character slot
- Replies: 10
- Views: 2669
Something to replace the "steel axe" character slot
We need a tool for the tool slot besides the steel pickaxe. Weapons are interesting. There are straight upgrades, and side-grades for weapons. Shotgun < combat shotgun. Flamethrower vs machine gun Armor is a bit less interesting, with nothing but straight upgrades. Reinforced armor <Modular armor < ...
- Mon Apr 02, 2018 7:28 pm
- Forum: Ideas and Suggestions
- Topic: More Diverse Enemies
- Replies: 12
- Views: 2956
Re: More Diverse Enemies
Uuh, thanks to spitters you already have to deal with these problems. They attack before they get shot. Not really. Not even with biters to tank for them. Not even against gun turrets with their lower than laser range. Nothing is *guaranteed* to get a hit in. Well i did a quick wiki check, lasers r...
- Mon Apr 02, 2018 6:01 pm
- Forum: Ideas and Suggestions
- Topic: More Diverse Enemies
- Replies: 12
- Views: 2956
Re: More Diverse Enemies
Great. Now imagine you have a base so large, it takes 5-10 minutes to get to the other end of it. Your "guaranteed to get a hit in" enemies constantly attack from all sides. How does that sound? Fun? So then you're either forced to use repair bots, or constantly repair your turrets. No th...
- Thu Mar 29, 2018 11:59 pm
- Forum: Ideas and Suggestions
- Topic: More Diverse Enemies
- Replies: 12
- Views: 2956
Re: More Diverse Enemies
Well. Instead of super fast enemies, why not tunnelers? Ones that dont trip turrets until they start attacking. They will hit the wall and start attacking, distracting the turrets from the stronger enemies on the way in. Making players consider building layers of defense, instead of just a wall line...
- Tue Mar 13, 2018 12:26 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 23105
Re: Suggestion: Personal roboport toggle
+1
Especially in multiplayer, people will set up massive projects just outside of the base, or along train tracks, so i either lose all my stuff, or lose a handful of bots as i pass by.
Especially in multiplayer, people will set up massive projects just outside of the base, or along train tracks, so i either lose all my stuff, or lose a handful of bots as i pass by.
- Mon Mar 12, 2018 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Turret Wagon
- Replies: 4
- Views: 1705
Re: Turret Wagon
https://forums.factorio.com/viewtopic.php?f=6&t=47838&p=336152&hilit=wagon+turret#p336152 https://forums.factorio.com/viewtopic.php?f=33&t=20790 I will say that both of those topics are pre-artillery wagon. Then, a turret on a train seems like...an ok? Idea. Would be cool to have a ...
- Thu Feb 08, 2018 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Cliff blasting explosives -> Extra use as canal blast charge
- Replies: 3
- Views: 1103
Re: Cliff blasting explosives -> Extra use as canal blast charge
Well, creating canals eliminates the need for walls, as they are indestructable, and dont need repair.
When the water/cliffs are random, it does make interesting organic base shapes, as you try to use as much indestructable wall as possible.
When the water/cliffs are random, it does make interesting organic base shapes, as you try to use as much indestructable wall as possible.
- Wed Jan 17, 2018 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45868
Re: Ropeway conveyor above the factory...
I dont believe this kind of system would solve the bot issue. The issue is bots are op, and no one is going to be happy when their favorite/only strat gets nerfed/straight up replaced. That being said, if ropways were implimented, it would be a nice way to deliver goods throughout the mega factory,...
- Thu Jan 11, 2018 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 45868
Re: Ropeway conveyor above the factory...
A tinsy bit of Necro going on here. :? OP referenced this thread in the thread on the latest FFF: https://forums.factorio.com/viewtopic.php?f=38&t=56218&start=160#p331077. It makes sense to further discuss this topic here than in the FFF-thread, because there it is downright impossible. I d...
- Wed Jan 10, 2018 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Belt Bridges
- Replies: 10
- Views: 5107
Re: Belt Bridges
The bigger issue with belt bridges, is they do the exact same job as Underground belts, but worse, as they dont give you the UPS boost of underground belts, and complicate matters when you look at it, as it will appear as a normal belt until it crosses over another entity, or a player walks under it.
- Sun Jan 07, 2018 5:03 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 351469
Re: Friday Facts #224 - Bots versus belts
Throwing in 2 cents, driveby style. Construction bots definitely dont need to be touched. When it comes to logistics bots, nerfing doesnt help, as no matter how weak a bot is, the solution is "more bots" My only suggestion,(and indeed any changes to bots) would be met with serious oppositi...
- Fri Jan 05, 2018 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Underground wiring
- Replies: 8
- Views: 2591
Re: Underground wiring
How exactly would underground wires differ from above ground wires? When it comes to normal wires, the power poles take up space, but the actual wires dont. If we just moved the wires underground, then itd be the same as it is now, but without the visual feedback of what connects to what. If you are...
- Sun Nov 19, 2017 9:27 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 115498
Re: Your Logistic Robots Are Broken! [Forum Game]
They bring you my rocket silo.
But it's a crappy silo that explodes on launch attempt.
I request more logistics bots
But it's a crappy silo that explodes on launch attempt.
I request more logistics bots
- Sun Nov 19, 2017 5:06 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 115498
Re: Your Logistic Robots Are Broken! [Forum Game]
You didn't request anything, so your bots interpret your request as "bring me nothing". They manage to retrieve the absence of matter and energy, resulting in the localized universe collapsing into fill the void. Hitting you with the weight of all existence, while only destroying a single ...
- Sat Nov 18, 2017 12:41 pm
- Forum: Ideas and Suggestions
- Topic: Killing Biters with Rockets
- Replies: 5
- Views: 2199
Re: Killing Biters with Rockets
Might I interest you in some Orbital Ion Cannons ? Available now! (Note: Supercheese Industries cannot be held responsible for any accidental deaths due to "danger-close" activations of Orbital Ion Cannons.) Yea. And you do realize a nuke from a missed silo has a blast radius of around 8k...
- Fri Nov 17, 2017 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4631
Re: Ability to choose underground belt direction
I don't see how you can build a lane splitter within 2x2, even with using different belt colors to achive what you're saying. Also this is not currently moddable because the corresponding properties of underground belts are read-only. If you feel very lucky you could ask a dev on IRC if it's possib...
- Wed Nov 15, 2017 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4631
Re: Ability to choose underground belt direction
Place underground belt and then rotate it, that reverses the direction whether it is stand alone or part of a pair auto connecting is part of the puzzle so you can't belt braid with one colour for 100% speed But you cannot place an exit, facing opposite an exit. (Forgive my lack of pics, on my phon...
- Wed Nov 15, 2017 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4631
Ability to choose underground belt direction
TL;DR A key to press to change between placing the entrance or exit What ? Currently, you must place the entrance (belt goes INTO the hood) to an underground belt first, then place the exit (belt comes OUT of the hood) you cannot place a lone Underground Belt Exit without placing an entrance first....
- Sat Nov 11, 2017 12:51 pm
- Forum: Ideas and Suggestions
- Topic: After 400+ hours a few problems and suggestions
- Replies: 13
- Views: 4274
Re: After 400+ hours a few problems and suggestions
One thing really stood out to me.
More walls.
Especially with the enemies tiered growth (small medium, large, behemoth) there should be tiered walls (steel +stone wall= steel plated wall. Steel plated wall + X= best wall)
More walls.
Especially with the enemies tiered growth (small medium, large, behemoth) there should be tiered walls (steel +stone wall= steel plated wall. Steel plated wall + X= best wall)