Search found 196 matches
- Tue Mar 05, 2019 11:04 pm
- Forum: Not a bug
- Topic: [0.17.4] Belt Immunity always consume energy
- Replies: 1
- Views: 531
[0.17.4] Belt Immunity always consume energy
I saw that the belt immunity module still consume energy, even when I am not standing on a belt. I would expect that it consume energy only when standing on a belt, to compensate the movement. Others module items like exoskeleton, personal laser defense, shields and portable roboports only consume e...
- Thu Feb 28, 2019 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] There is inconsistency in research order
- Replies: 6
- Views: 4079
Re: [0.17.1] There is inconsistency in research order
Anyway I think pickaxe and belt immulity images are probably placeholders and should be updated later
- Wed Feb 27, 2019 12:44 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 34481
Re: [0.17.1] intro too hard
When I reach 65% of the research, I noticed that my ammo production was too low. I shut down all my base except ammo production. I produced ammo for 30 min but I produced exactly as much as I consumed. The pollution didn't drop at all. I managed to win by rushing the end of the research as biters br...
- Tue Feb 26, 2019 11:50 am
- Forum: Show your Creations
- Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
- Replies: 10
- Views: 22883
Re: My 1000 science per minute casual "megabase"
Since 0.17 is coming this week, this is the final goodbye to my 0.16 megabase. I hope that my designs gave inspiration to some of you, see you in 0.17!
- Sun Jan 27, 2019 2:17 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76644
Re: Friday Facts #279 - Train GUI & Modern Spitter
I'm still not convinced about the new texture of enemies. But nests are definitely too flat. Otherwise, I support the checkpoint suggestion. Or any mechanic that prevents trains to stockpile when trying to reach the same station while others identical stations are free. I agree about making fulfille...
- Mon Jan 21, 2019 12:43 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83960
Re: Friday Facts #254 - No research queue for you
So there will not be a research queue in 0.17.
But what about the research repeat function, is this removed too?
The infinite research does not seems concerned by all the Cons explained in the article. So if it's removed, do we know the reason?
But what about the research repeat function, is this removed too?
The infinite research does not seems concerned by all the Cons explained in the article. So if it's removed, do we know the reason?
- Sat Jan 19, 2019 12:07 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66592
Re: Friday Facts #278 - The new quickbar
the ability to lock out the base from building ghosts in player's range would be nice in some situations, like when you're building something requiring more robots than you have on you. currently the base just fills the rest of the ghosts, which may take ages if the storage is far away, while you c...
- Fri Jan 18, 2019 11:27 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66592
Re: Friday Facts #278 - The new quickbar
Awesome toolbar. Cool Ghost cursors. The only downside is: when you craft an item to use right now, it doesn't go to the quickbar. • Suggestion : Create a "History" filter. For example if you have 2 "history" slots on the end of your toolbar, those will act like your firefox brow...
- Fri Jan 11, 2019 10:44 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 43297
Re: Friday Facts #277 - GUI progress update
@Klonan About wave defense, my idea is: -Use a procedural generation for wave defense maps -Each month, you take a randomly generated map, tweak the difficulty the way you want, publish it. This way you have: -Replayability -Competition -Polished difficulty -Possibility of sharing strategies And if ...
- Sat Jan 05, 2019 9:31 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64993
Re: Friday Facts #276 - Belt item spacing & Script rendering
The belt change is pure genius. Integers for speed AND spacing AND throughput. Sometimes best ideas are the most simple ones. About the possible furnace buff, whatever you do please don't forget to test beaconed setups. But... With the possible exception of direct insertion, exact ratios are way ove...
- Wed Jan 02, 2019 12:20 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156115
Re: Friday Facts #275 - 0.17 Science changes
This form of a theme is nice to have and yes it does happen in many cases which is good as it does “make sense” or invoke this kind od immersion you speak about. But by no means it is a hard rule or a design goal we have set to obey, and it does not always happen. Green science is far from just log...
- Sat Dec 29, 2018 9:30 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156115
Re: Friday Facts #275 - 0.17 Science changes
Speaking of...can we get a way to prevent construction robots from deploying and chasing moving vehicles? They just get left behind and die every time the car hits a tree, the train gets a random hit from a biter, etc... wasted resources and annoying notifications. This I always make sure i don't c...
- Sat Dec 29, 2018 8:15 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156115
Re: Friday Facts #275 - 0.17 Science changes
What I like: -Reduced cost per science pack 3 -Merging military research -New name of science packs. Except maybe yellow, why not name it simply "Tech"? I'm fine with "Utility" anyway. -Using solid fuel as ingredient for sp3. It's a smart move to make use of the excess oil. -Use ...
- Fri Dec 28, 2018 7:17 am
- Forum: General discussion
- Topic: Blueprints: How to find what you need
- Replies: 2
- Views: 1695
Blueprints: How to find what you need
Today you can find blueprints everywhere: reddit, this forum, third party websites... According to my experience, it's hard to find what you're looking for. For exemple in factorioprints.com there is tags. It's useful I suppose, but don't help that much. What if there was a way to attach standardize...
- Tue Dec 25, 2018 10:53 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72645
Re: Friday Facts #274 - New fluid system 2
So yes, if you put 5 fluid into 101 pipes, it should eventually disappear. But that is not a very frequent case. Most common case is the pipes are full all the time and that loss does not seem very large to me. Not great, sure, but lower limit means more time when you do want to empty it. If you ha...
- Mon Dec 24, 2018 12:35 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72645
Re: Friday Facts #274 - New fluid system 2
I don't want fluids to disappear either. [...] Actually you made me changed my mind about the 0.05 threshold, I'm less enthusiastic. What if pumps had an option, a "Power Purge" checkbox that would activate the 0.05 threshold in the drained pipe block? Most common case is the pipes are fu...
- Sat Dec 22, 2018 9:43 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72645
Re: Friday Facts #274 - New fluid system 2
I found an IRL small pump.
IRL pumped pipe
- Sat Dec 22, 2018 12:02 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72645
Re: Friday Facts #274 - New fluid system 2
I'm so excited about this new fluid system. More intuitive, CPU friendly, isotrope , and above all faster fluid flow. This will allow to use medium sized oil and nuclear setups without spamming pumps as much as before! @Dominik, With this new viscosity, can I expect crude oil to be roughtly as fast ...
- Fri Dec 14, 2018 10:19 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33350
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement ...
- Mon Dec 03, 2018 1:26 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51209
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
This looks great, why not make a console command that could tweak the saturation?The only difference is the saturation of color. I just added some sugar to the Factorio look.