Search found 95 matches
- Mon May 19, 2014 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Mobile Chests/Barrels & Loader
- Replies: 5
- Views: 2725
Re: Mobile Chests/Barrels & Loader
Isn't this already possible? Just stick the chests in another chests with an inserter next to a belt, voila chests on belt. He wants to put chests with items on the belt itself, not chests as items. I see. It should work with the barrels at any rate. The filled barrels are items that should be able...
- Mon May 19, 2014 4:40 am
- Forum: Show your Creations
- Topic: Belt Spaghetti (my first real 'base')
- Replies: 19
- Views: 17001
Re: Belt Spaghetti (my first real 'base')
When you have a base with 50+ roboports you'll also have them made in an assemblerPalpatine wrote: You have some of the weirdest factories that I have ever seen. Seriously, you need a roboport factory?
- Mon May 19, 2014 4:33 am
- Forum: Implemented Suggestions
- Topic: Showing up/see/visualize modules in assemblies...
- Replies: 11
- Views: 7575
Re: Showing up modules in assemblies...
I just saw this: https://forums.factorio.com/forum/viewtopic.php?f=8&t=2600&p=27164#p27164 The assembly in the center shows up a sign "+20%". I mean this would be really useful, to see in the alt-mode which entity has modules inside and how much it is extended/buffed... I'd more l...
- Mon May 19, 2014 4:29 am
- Forum: Ideas and Suggestions
- Topic: Mobile Chests/Barrels & Loader
- Replies: 5
- Views: 2725
Re: Mobile Chests/Barrels & Loader
Isn't this already possible? Just stick the chests in another chests with an inserter next to a belt, voila chests on belt.
- Mon May 19, 2014 3:14 am
- Forum: General discussion
- Topic: How do I empty water out of my pipes?
- Replies: 19
- Views: 35113
Re: How do I empty water out of my pipes?
Indeed, for small sections removing all affected pipes and then replacing them is the quickest though. I have some mixed results with trying to use pumps on water, it seems to work far better on the oil derivatives.Garm wrote:If the pipe network is too big you can place a pump pumping into storage tank.
- Sun May 18, 2014 5:22 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 28015
Re: Get rid of Pickaxe tool
Leave the pick alone, you don't even use after the first 5 minutes why is it such a big deal? You use it for the entire game. It increases the mining speed when you pick up of all of your buildings, not just resources. And that doesn't make much sense. It's just a nuisance for when it breaks atm, i...
- Fri May 16, 2014 9:21 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact Science Factory!
- Replies: 1
- Views: 5003
Re: Compact Science Factory!
Nice, I'm a big fan of the compact design
- Thu May 15, 2014 9:34 pm
- Forum: General discussion
- Topic: The Car
- Replies: 22
- Views: 7456
Re: The Car
I admit I'm not a great driver, but I don't see how anyone is driving around anywhere. All of my worlds seem to be endless dense forests. Can't even run without chucking grenades to clear the way :x If I have to get out of the car constantly, then what is the point? Even 'shotgun railroading' seems ...
- Thu May 15, 2014 9:29 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134327
Re: Attacking biters with turrets makes all weapons pointles
How about a new type of worm that has long range, goes for turrets firsts and does lots of damage but cant hit a moving target to save it's life? This wouldn't make it harder for the player to fight but would take out turrets from long range preventing the turret creep. They could have high HP too ...
- Thu May 15, 2014 8:41 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 28015
Re: Get rid of Pickaxe tool
Also agreed, the focus of the game is not about mining by hand anyway. If Minecraft wouldn't be a thing I doubt it'd be there in the first place. And yeah, this also slowed my first game down quite a bit. If the devs have any interest in making the early game get more interesting faster this would b...
- Wed May 14, 2014 11:11 pm
- Forum: General discussion
- Topic: Intended features list?
- Replies: 7
- Views: 3073
Re: Intended features list?
Of course or do you mean the game ends with building the rocket defense? :) I had to smile when the rocket defense was just a white block with "Rocket Defense" written on it :) Pretty sure it's impossible to do a more placehoder-y thing for "endgame content" than this :D It stil...
- Wed May 14, 2014 11:09 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134327
Re: Attacking biters with turrets makes all weapons pointles
Fully upgraded combat shotgun with piercing shells does a decent job, if you can fully hit them. When they are chasing I usually resort to throwing grenades as fast as they go to thin the pack a little. Also very hand to clear a path through the trees.
- Wed May 14, 2014 4:49 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech Tree
- Replies: 45
- Views: 52795
Re: Tech Tree
It is nice, but the Rocket defense and probably some more items like Power armor mk2 etc. have some 'hidden requirements' Not for the research, but they are there if you want to build it.
- Wed May 14, 2014 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] Biter AI freezes up
- Replies: 8
- Views: 5307
Re: [0.8.8] Biter AI freezes up
Player position/movement seems to play a huge role in determining when the biters unfreeze. Often the biters are only frozen if you stand where you are, sometimes if you stay on the left side of biter it'll remain frozen and the moment your X position goes to right side of the biter it wakes up aga...
- Wed May 14, 2014 2:12 pm
- Forum: Ideas and Suggestions
- Topic: New possible idea
- Replies: 16
- Views: 6917
Re: New possible idea
Well, it is kind of balanced by that stone patches currently are very small. I've mined out at least half a dozen in my 50 hours game (0.9.8) and still looking for more, just to build walls and track. Yes it's not needed for enough recipes. But on the other hand its used by 2 that will take as much ...
- Wed May 14, 2014 1:50 pm
- Forum: General discussion
- Topic: Save game file size + autosave lags
- Replies: 12
- Views: 5787
Re: Save game file size + autosave lags
That would be amazing. Currently it's still not too bad with a 30MB save and a momentary pause, but it's only going to get worse obviously. Would be great if it could be in the background entirely.
- Wed May 14, 2014 11:53 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 151640
Re: RTS direction
I believe that this game would be better served emphasizing the construction aspect. It's amazing at building a factory. No other game does it better. There are thousands and thousands of games which do combat better. Of course combat should be improved, but it should not be a focal point in any way.
- Wed May 14, 2014 11:37 am
- Forum: Implemented Suggestions
- Topic: Visual Indicator for Pollution
- Replies: 8
- Views: 3102
Re: Visual Indicator for Pollution
Wait, but if trees consume pollution (assumably CO2) then shouldn't they thrive in heavily polluted areas?
On the other hand, it would be an extremely convenient way to get rid of trees
On the other hand, it would be an extremely convenient way to get rid of trees
- Tue May 13, 2014 8:39 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134327
Re: Attacking biters with turrets makes all weapons pointles
Give turrets an "initialisation" timer that prevents them from firing for 10 seconds after they've been built. I don't think that will do much. The standard tactic is building the turrets a little back anyway. Again, the fix is really simple: make biters prioritise turrets & poles as ...
- Tue May 13, 2014 6:20 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134327
Re: Attacking biters with turrets makes all weapons pointles
Give turrets an "initialisation" timer that prevents them from firing for 10 seconds after they've been built. I don't think that will do much. The standard tactic is building the turrets a little back anyway. Again, the fix is really simple: make biters prioritise turrets & poles as ...