Search found 233 matches
- Fri May 04, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 46309
Re: Friday Facts #241 - New player experience
If you want people to not refund the game within 30 minutes because of boredom and confusion, why not start them out with a tiny well-built base? Have some missing things like a row of 3 missing belt pieces, a few missing electricity poles and a few missing inserters. That way, they see how Factori...
- Fri May 04, 2018 7:09 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003759
Re: Factorio Roadmap for 0.17+
So Nuclear is useless as before? Thanks devs! *half-joking*Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
- Fri May 04, 2018 6:42 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 285126
Re: [MOD 0.16.36] Robot Army. v0.3.7
Will we soon see the new sprites?! YAY!kyranzor wrote:Mod updated to 0.3.7, to address two bugs which have been reported over the last few months.
I had to roll back some sprite changes i've been working on, they aren't ready yet. Some cool animated buildings YuokiTani
- Fri May 04, 2018 6:18 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 46309
Re: Friday Facts #241 - New player experience
https://www.factorio.com/blog/post/fff-241 I have a solution for part of the list. Fist . Have there be the space ship wrecks you landed in strewn close to you on the map. Based on pre-start settings you can set a variety of resources to be present in the wrecks. These ship derelicts can be entered...
- Fri Apr 27, 2018 5:55 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 18988
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Just don't manage to lose important things and hardware while moving to the new office and be careful.Klonan wrote:https://www.factorio.com/blog/post/fff-240
- Sat Apr 07, 2018 10:56 am
- Forum: Ideas and Suggestions
- Topic: Locomotives capble to drive in reverse.
- Replies: 6
- Views: 1644
Re: Locomotives capble to drive in reverse.
What if you could modify WHERE exactly a train would stop at a Train Stop? One wagon after it or two wagons before it or something else?dood wrote:I don't want my 1 headed trains to enter a station backwards tho.
- Sat Apr 07, 2018 10:06 am
- Forum: Ideas and Suggestions
- Topic: Locomotives capble to drive in reverse.
- Replies: 6
- Views: 1644
Locomotives capble to drive in reverse.
Did you know that in Real Life later steam locomotives and modern engines can drive in reverse as fast as forwards (minus aerodynamic drag)? https://en.wikipedia.org/wiki/Walschaerts_valve_gear https://en.wikipedia.org/wiki/Reversing_gear This would allow Two-Headed trains be as fast as One-Headed t...
- Mon Mar 26, 2018 2:16 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 215563
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
The choice to go a darker gray is what really draws me to yours, since items stand out a lot more than their vanilla counterpart. Belts are now less of an eyesore and I can see items more clearly, so thank you for that. My pleasure. Something is very wonky. My Angel/Bob game Violet and Green belts ...
- Mon Mar 26, 2018 8:28 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377400
Re: Friday Facts #225 - Bots versus belts (part 2)
Also, allow Belt Loaders for the game.Darthlawsuit wrote:Belts can only input so much into a factory at once. Bots can do infinite. Make it so only X number of bots can input/output from objects. Containers can allow a lot of input/output while factories can only do so many at a time.
- Mon Mar 26, 2018 8:27 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 215563
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Something is very wonky. My Angel/Bob game Violet and Green belts do not fit the color scheme of the corresponding Beltbox. Green to Violet. Violet to Green. What is going on?
- Sat Mar 24, 2018 8:40 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 52964
Re: Friday Facts #235 - 0.16 stable
Will you please also consider adding a bit more lane management in the game? Splitting two lanes of 1 belt onto two belts with splitter options (instead of slow inserters), and maybe a way to swap two lanes of 1 belt. they have given us the tools. ;) underground.exploit.png swap.png Nope. They didn...
- Sat Mar 24, 2018 9:41 am
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 12433
Re: [MOD 0.15/0.16] Fission and Fusion
Would it be feasible to make the fission reactor the same size (4x4) as the fusion reactor? it would make the fusion reactor clearly more powerful, and a drop-in replacement for the fission reactor without needing to re-arrange your equipment grid. Another question is if it would be feasible to mak...
- Sat Mar 24, 2018 9:39 am
- Forum: Ideas and Suggestions
- Topic: "Refined Concrete"
- Replies: 5
- Views: 3665
Re: "Refined Concrete"
"Refined Concrete" makes normal "Concrete" obsolete inside the factory. You may as well as remove "Concrete" and leave only "Refined Concrete" because everyone will be going for "Refined Concrete" anyway." By this logic, the devs should remove ...
- Fri Mar 23, 2018 3:54 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 12433
Re: [MOD 0.15/0.16] Fission and Fusion
The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR): The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot. The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot. PFissR is so space and power efficient as to co...
- Sun Mar 18, 2018 12:14 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377400
Re: Friday Facts #225 - Bots versus belts (part 2)
The issue is not bots. The issue is that people do not want the SIZE of their FACTORIES getting a hit by a Nerf Bat. In other words: You can nerf bots all you want...but you must preserve the levels of ease of planning, building, managing and upgrading a factory ...at the same level the game current...
- Sat Mar 17, 2018 9:08 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 12433
Re: [MOD 0.15/0.16] Fission and Fusion
Did you update the mod? When? No, I have not updated it since the 0.16 fixes. You provided me with calculations to back up your argument about why either the portable fission reactor or portable fusion reactor should be changed, then asked for "better energy values". I invited your though...
- Sat Mar 17, 2018 8:42 pm
- Forum: Ideas and Suggestions
- Topic: "Refined Concrete"
- Replies: 5
- Views: 3665
Re: "Refined Concrete"
Well. Then it is minority.<NO_NAME> wrote:Poeple may use both kinds of concrete for decorative purpose.
Most players I play with are of the Game Mechanic Exploiting sort of people.
- Sat Mar 17, 2018 2:31 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 12433
Re: [MOD 0.15/0.16] Fission and Fusion
The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR): The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot. The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot. PFissR is so space and power efficient as to co...
- Sat Mar 17, 2018 2:20 pm
- Forum: Ideas and Suggestions
- Topic: "Refined Concrete"
- Replies: 5
- Views: 3665
"Refined Concrete"
"Refined Concrete" makes normal "Concrete" obsolete inside the factory. You may as well as remove "Concrete" and leave only "Refined Concrete" because everyone will be going for "Refined Concrete" anyway." The three main objections to "Refi...
- Sat Mar 17, 2018 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Buffing Belts: Hacked Lane-Balancing Splitters
- Replies: 2
- Views: 1153
Buffing Belts: Hacked Lane-Balancing Splitters
There were these mods: https://mods.factorio.com/mod/hacked-splitters https://mods.factorio.com/mod/Single-Splitter I heard recently that the Devs are miffed how OP robots are. The Devs, in the end, decided to buff belts by, among many other features, allowed to program splitters to filter stuff or ...