You could technically get to the end without assemblers either .... the point is that it makes things easier, allows you to automate tasks, etc.bripi wrote: I don't really understand it's usefulness when I can get to the end without it.
Search found 35 matches
- Mon Feb 20, 2017 3:41 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23706
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
- Tue Feb 14, 2017 12:14 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52507
Re: Friday Facts #177 - Difficulty settings
what am i building the factory with all its micromanagement and clever solutions even for? it is not that rocket. that's for sure. i would like to do it to win a challenging struggle with a threat, i am not sure i can win against. ... oh well, maybe versus multiplayer will fix me. but something, so...
- Wed Feb 08, 2017 9:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
A couple of comments: On pollution masks, health affecting movement speed, etc. -- such things may be possible eventually but they are far off in the future. I'm focusing on stuff that affects the core gameplay first. I.e., changes to crafting while moving, survival needs, the belts issue you mentio...
- Sat Feb 04, 2017 8:09 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Vertical Liquid Storage
- Replies: 8
- Views: 2376
Re: [Request] Vertical Liquid Storage
Practically speaking, what would the benefits be?
- Thu Feb 02, 2017 4:14 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Mod to teleport items/liquids/energy
- Replies: 5
- Views: 2557
Re: [Request] Mod to teleport items/liquids/energy
The way I read it, the proposal wasn't to remove all of it though. If there's a sufficiently high cost for doing it, you wouldn't want to use it for most things.
- Tue Jan 31, 2017 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
Using either wind mills (like the Netherlands) and/or water-wheels to make mechanical energy at first then eventually making electricity would be awesome. Would mechanical energy be possible? Some sort of chain/belt/shaft power delivery system? It could be overhead shafts like the old machine shops...
- Tue Jan 31, 2017 3:46 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
That's a possibility I hadn't thought of. Right now I think it's better for the player to just deal with losing their crafting queue if they moved, versus having to switch equipment if they want to change tasks. I haven't done a lot else in terms of actual coding, but I've done a bit of planning the...
- Sat Jan 28, 2017 9:04 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
I've completed the first phase. My plans for this discussion are to continue updating here until I've gotten to the point where the player can reach steam power/basic electricity. At that point I'll start a new thread in WIP/Pre-Alpha sub-forum, and release what's done at that point for people to lo...
- Sat Jan 28, 2017 8:33 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
You are quite right in that food will need less and less attention as time goes on(perhaps, eventually, the bots will basically do all of it for you, and you'll literally just need to get the finished, harvested product from somewhere). That's the direction I'm aiming for here: as you advance, you c...
- Fri Jan 27, 2017 11:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
I think inventing a computer (or, by the way - getting one from ship - which is done in campaigin - and i think should be used here) in reality should give you a way to do basic programs inside game quite easily. This should be done at least by a constructor which allows up to 10 (16 or 32) operati...
- Fri Jan 27, 2017 10:39 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
Re: [IDEA/WIP] Touch of Realism(TOR)
Everything described here is possible to implement, but to turn factorio in don't starve it will take much work, most of the stuff is trivial to the point of not being called programming, but will take lots of script lines nevertheless. Thanks for sharing your thoughts. Anything involving coding is...
- Fri Jan 27, 2017 3:52 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/WIP] Touch of Realism(TOR)
- Replies: 15
- Views: 4149
[IDEA/WIP] Touch of Realism(TOR)
I've started working on a mod over the past few days, and I've done enough to convince myself that I want to proceed with it. I also thought it would be useful to get ideas/feedback from the community. Complete realism, in a game like Factorio, is both impossible and IMO not desirable. Nobody would ...
- Wed Jan 25, 2017 9:13 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34639
Re: Friday Facts #174 - Mod gui
Agreed. Changing the quickbar size instead of just adding more would also be beneficial along that line.
- Wed Jan 25, 2017 7:56 pm
- Forum: Modding help
- Topic: Baffled by inserting equipment
- Replies: 5
- Views: 2159
Re: Baffled by inserting equipment
Thanks for the help. I'm 99.9% certain it wasn't adding the shotgun, and I find it curious that I didn't get any errors from having the defines line in there. From my forum searches a lot of the stuff I found is I'm sure old, superceded info and this appears to be another case; a tutorial I was rely...
- Wed Jan 25, 2017 2:37 pm
- Forum: Modding help
- Topic: Baffled by inserting equipment
- Replies: 5
- Views: 2159
Baffled by inserting equipment
I've been following Factorio for a while now, and it's the first game in a long time that has made me want to put the work into modding. I know enough to be dangerous in VB and C++, so I'm not a stranger to coding, but this is my first crack at Lua. Having said that, I've gotten a bit aggravated and...