Search found 136 matches
- Tue May 30, 2017 2:02 pm
- Forum: Balancing
- Topic: Gun turrent mk2
- Replies: 9
- Views: 3484
Re: Gun turrent mk2
I totally agree. Of course, flame turrets are kind-of a mk2 turret, if you can be bothered supplying oil to your walls. I've been using this mod for a while, and I find it quite balanced: https://mods.factorio.com/mods/Yehn/LR_Turret This one looks similar; I haven't tried it though: https://mods.fa...
- Tue May 30, 2017 9:23 am
- Forum: Ideas and Suggestions
- Topic: Versioning for blueprints
- Replies: 5
- Views: 2655
Versioning for blueprints
I have quite a few complex blueprints that have gone through several revisions.
Can we please get:
Can we please get:
- version control for blueprint books
- ability to update a blueprint without wiping, recreating from scratch, and renaming
- Tue May 30, 2017 9:21 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41390
Re: Read materials required for construction from roboport
Self-supplying, self-constructing remote autoposts with proper logistics; I like it! BTW you can do this already if you don't mind using a generic station unloading a few of every type of item that might be required. And yes, you can unload 20+ types of item from a single train wagon in limited quan...
- Tue May 30, 2017 9:16 am
- Forum: Ideas and Suggestions
- Topic: Hybrid tank (ground-railways)
- Replies: 11
- Views: 4056
- Mon May 29, 2017 3:36 pm
- Forum: Implemented Suggestions
- Topic: Blueprints in logistic trash slots should be deletable.
- Replies: 1
- Views: 874
Re: Blueprints in logistic trash slots should be deletable.
Sounds more like a bug report than a suggestion.
- Mon May 29, 2017 3:34 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25490
Re: Red/Green Wire Tools
Interesting idea. But I don't find the wires expensive, and if I use a lot I just get them delivered by drone so I have a full stack of each colour in my toolbar. Having a red/green tool in each slot instead wouldn't make much difference for me.
- Mon May 29, 2017 3:23 pm
- Forum: Ideas and Suggestions
- Topic: miniature trains (Werksbahn), dump requester chest
- Replies: 4
- Views: 2001
Re: miniature trains (Werksbahn), dump requester chest
It sounds like you want to transport a few mixed high-tech items back down the bus. You can do that with a belt: have a circuit network signalling the items needed, and inserters only loading requested items. Connect the whole belt to another circuit network and subtract its contents from the origin...
- Mon May 29, 2017 1:39 pm
- Forum: Implemented Suggestions
- Topic: Read keyboard layout from system
- Replies: 5
- Views: 2820
Re: Read keyboard layout from system
I'm sure its possible one way or another. Personally, I gave up translating the keyboard bindings to be usable on my keyboard, and just created a Factorio mapping for my G13 using the existing Factorio bindings. But if you don't have a dedicated gaming keyboard and don't like QWERTY, this doesn't he...
- Mon May 29, 2017 1:07 pm
- Forum: Ideas and Suggestions
- Topic: (Big) Walking Robot
- Replies: 5
- Views: 1795
Re: (Big) Walking Robot
How would you walk through your factory? Or would you need to park it like a tank?
- Mon May 29, 2017 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Impact force: damage model
- Replies: 0
- Views: 429
Impact force: damage model
Annoying that small bumps in the car always require repair? That rocks have "hit points"? Change the damage model slightly: have an "absorption threshold" for each object, which is the number of damage points removed from a "hit" before any hit points are removed (this ...
- Sat May 27, 2017 10:24 am
- Forum: Ideas and Suggestions
- Topic: [0.15.12] Construction robots should grab first, then go
- Replies: 7
- Views: 2196
Re: [0.15.12] Construction robots should grab first, then go
Same applies on return: robots currently drop items on the player, move away a little to recharge, then move back to land. Really they should just land immediately, unloading items as they do so, and charging after landing. (This would also solve the "bug" that "mining" robots st...
- Sat May 27, 2017 10:21 am
- Forum: Ideas and Suggestions
- Topic: Factory Reservoirs
- Replies: 5
- Views: 2070
Re: Factory Reservoirs
Factories can already store at least one whole stack. But most factories disable their inserters when the output buffer has just a few items in it; smelters seem to be the only "factories" which let inserters keep the supply up until their output buffer is full. But as ATA says, there isn'...
- Sat May 27, 2017 10:16 am
- Forum: Ideas and Suggestions
- Topic: Allow train stops to be placed on 1x1 grid
- Replies: 5
- Views: 3514
Re: Allow train stops to be placed on 1x1 grid
+1, assuming you also mean to rails.
I've had to rebuild a whole station blueprint because it didn't tile correctly due to the rail position.
I've had to rebuild a whole station blueprint because it didn't tile correctly due to the rail position.
- Sat May 27, 2017 10:14 am
- Forum: Ideas and Suggestions
- Topic: "Boiler run constantly" setting
- Replies: 5
- Views: 3729
Re: "Boiler run constantly" setting
Really strange idea. Less smart boilers would make basic power plants more complex to set up. You can't "create excess electricity" in the real world; it doesn't work that way. If instead you were constantly creating steam independent of usage, you'd need some radiators or vents to cool/ej...
- Sat May 27, 2017 10:09 am
- Forum: Ideas and Suggestions
- Topic: Solar panels OP
- Replies: 17
- Views: 7760
Re: Solar panels OP
The space requirements mean even more resources and time spent fighting aliens, and the resources mean more time and effort spent not building other useful thing. I'm surprised that space ends up being a major issue. I find solar+accumulators makes a good baseload supply, and a switched coal plant ...
- Fri May 26, 2017 1:40 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 18349
Re: Version 0.15.14
Wasn't just me then. Trying to build rails in my case, and got "Invalid pan value (error code: 255)" printed a lot on the console.boro wrote:I'm getting very reproducable crashes as well. I'll try to upload my stuff.
- Sat May 20, 2017 3:09 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151934
Re: Friday Facts #191 - Gui improvements
Great stuff. I especially like the idea of being able to shift/control-click stuff and make it go where you want, instead of dealing with fixed rules like "shift+clicked wood goes in trash". Something i really want: to be able to get an arbitrary ghost item without crafting one. Toolbar is...
- Fri May 19, 2017 12:20 pm
- Forum: Mods
- Topic: [MOD 0.15.13+] Smaller Fluid Wagon & Barrel 0.0.4
- Replies: 10
- Views: 3995
Re: [MOD 0.15+] Smaller Fluid Wagon & Barrel 0.0.2
I like this rebalance, thanks!
Perhaps another thing worth thinking about is pumping speed? Not sure if it's worth changing, but the speed at which a fluid wagon can be emptied is insane.
Perhaps another thing worth thinking about is pumping speed? Not sure if it's worth changing, but the speed at which a fluid wagon can be emptied is insane.
- Fri May 19, 2017 12:15 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 8031
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
You all are missing the point. The purpose is to make steam for oil recipes, not power production. That may be the purpose, but there's no harm in thinking the rest through. E.g. Nightinggale's idea of (indirectly) solar-heating water in order to generate power at night without accumulators is a go...
- Wed May 17, 2017 8:12 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 886002
Re: 4-way intersection testing: Throughput and deadlocks
The "wide" layouts are new? Here's another. It's actually the same as Wide except with the lines closer together. 0eNqlW9tOIkEQ/ZXNPIPp6nvzDfu+DxuzQZi4k+BoAM0aw78vyEBAa5xzxifD6Bzr0nXq0sVbdbd6rp/WTbutZm9Vs3hsN9Xs91u1ae7b+erwbPv6VFezqtnWD9WkaucPh0/rebOqdpOqaZf1v2omu9tJVbfbZtvUx/ffP7z+aZ8f7ur...