Search found 530 matches

by hitzu
Wed Nov 02, 2016 1:45 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5826

Re: Upgrade techs for trains and belts

Belt speed is influenced by Logistics research, however as certain things do need to run at slower speeds (burner inserters can't pick up items moving on a red belt) you have to upgrade belts to see their faster speeds. You have to manually replace all belts though. Wiring could help to artifically...
by hitzu
Wed Nov 02, 2016 4:52 am
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 5826

Upgrade techs for trains and belts

I think the game miss some branches in the technology list. We can upgrade inserters and have two techs for upgrading bots capacity. It seems unfair for other transportation modes. I would like to see belt speed upgrade and locomotive power/speed upgrade as well, and possibly wagon size capacity upg...
by hitzu
Tue Nov 01, 2016 4:33 am
Forum: Balancing
Topic: Please use Stone in more recipies
Replies: 18
Views: 6902

Re: Please use Stone in more recipies

Using stone as a source of silicon for solar panels would be a huge and better resourse sink than landfilling lakes. For me a good sink for stone in "peaceful" games would be rails. To not hinder early game give rails two possible recipies - one with wooden ties and one modern with concret...
by hitzu
Wed Oct 26, 2016 4:22 pm
Forum: Gameplay Help
Topic: How to solve main belt running into water?
Replies: 10
Views: 4669

Re: How to solve main belt running into water?

Since it became unpractically wide, then it would be better to split it into two parts on both sides of the lake.
by hitzu
Wed Oct 26, 2016 4:13 pm
Forum: Mods
Topic: [MOD 0.15+][Deprecated] Color Picker - Wagon 0.2.1
Replies: 12
Views: 4888

Re: [MOD 0.14+] Wagon Color 0.1.1

The mask of wagons is too dark. In combination with a pure color it produces greyish tint. Could it be changed? I will investigate on it, but it seems that I will need to create another set of images and override the original mask images. Done. Brighter Wagon Color Mask I make it into another mod s...
by hitzu
Sun Oct 23, 2016 6:05 pm
Forum: Mods
Topic: [MOD 0.15+][Deprecated] Color Picker - Wagon 0.2.1
Replies: 12
Views: 4888

Re: [MOD 0.14+] Wagon Color 0.1.1

The mask of wagons is too dark. In combination with a pure color it produces greyish tint. Could it be changed?
by hitzu
Sun Oct 23, 2016 5:36 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 89142

Re: [MOD 0.14] Robot Mining Site 0.5.0

I have a suggestion: could you add the mining time for robots and some effects like sparkling so it would resemble StarCraft crystal harvesting?
by hitzu
Sun Oct 09, 2016 4:16 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 106129

Re: Friday Facts #159 - Research revolution

Maybe making the science another way around? Like labs would grab every scence pack they can and transform them into 6 "healthbars" of science which would be then spent by players on new technologies if there is enough amount of science. This way players can hoard any amount of science whi...
by hitzu
Fri Sep 23, 2016 9:01 pm
Forum: Mods
Topic: [MOD 0.15] Barbed-Wire
Replies: 5
Views: 4840

Re: [MOD 0.14] Barbed-Wire

For balance purposes it also has to deal damage to the player :D
by hitzu
Wed Sep 21, 2016 9:45 pm
Forum: Ideas and Suggestions
Topic: Massive multiplayer suggestion thread
Replies: 8
Views: 3046

Re: Massive multiplayer suggestion thread

would it not be a good idea to limit the size of the map? i only just noticed this setting. As I said last night the map is potentially exponential therefore the server can't handle the massive increase in size of the map including the new biter spawn areas which i assume just continue expanding ou...
by hitzu
Tue Sep 20, 2016 12:34 pm
Forum: Frequently Suggested / Link Collections
Topic: Ideas to Avoid Turret Creeping
Replies: 11
Views: 10370

Re: Ideas to Avoid Turret Creeping

steinio wrote:Because there is no problem.
Was the "victory pole" a problem? It was and now it is fixed. But some would argue it was just a playstyle.
by hitzu
Mon Sep 19, 2016 7:07 pm
Forum: Frequently Suggested / Link Collections
Topic: Ideas to Avoid Turret Creeping
Replies: 11
Views: 10370

Re: Ideas to Avoid Turret Creeping

ssilk wrote:You mean that: viewtopic.php?f=16&t=29844&p=194112&hil ... me#p194112 ?
See above!
It was suggested many times in different topics and on Reddit. I don't know why devs ignore this problem so long.
by hitzu
Mon Sep 19, 2016 4:31 pm
Forum: Frequently Suggested / Link Collections
Topic: Ideas to Avoid Turret Creeping
Replies: 11
Views: 10370

Re: Ideas to Avoid Turret Creeping

There was a suggestion of "Zerg slime" around spawners which prevents from building there.
by hitzu
Mon Sep 19, 2016 12:58 pm
Forum: Frequently Suggested / Link Collections
Topic: Ideas to Avoid Turret Creeping
Replies: 11
Views: 10370

Re: Ideas to Avoid Turret Creeping

In WoW there is concept of "battle state". When you're in battle, you can't make some actions like teleporting or resurrecting others. This could be implemented in Factorio to prevent building. But I don't know what to do with bots then.
by hitzu
Mon Sep 19, 2016 12:16 pm
Forum: Ideas and Suggestions
Topic: [0.13] Add Loader into game (officially)
Replies: 17
Views: 16118

Re: [0.13] Add Loader into game (officially)

ssilk wrote:Do you mean the circuit-connected belts?
Since 0.13 everything can be connected to circuits, even belts.
No, I mean large smelters/assemblers.
by hitzu
Sun Sep 18, 2016 10:18 am
Forum: Ideas and Suggestions
Topic: [0.13] Add Loader into game (officially)
Replies: 17
Views: 16118

Re: [0.13] Add Loader into game (officially)

Sorry for bumping, but what are the mods OP's using on the first picture aside from the loader?
by hitzu
Sun Sep 11, 2016 5:01 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286984

Re: [MOD 0.14.3] Robot Army. 0.2.3

Thank you for the answer. Now I understand it better.

P.S. I'm really looking forward for woodcutter droids. ^_____^
by hitzu
Sun Sep 11, 2016 2:42 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286984

Re: [MOD 0.14.3] Robot Army. 0.2.3

However, since they're supposed to be hunting by default and not guarding, I think that having them go in a direction (maybe random if deployed by hand, and the direction the assembler output is facing otherwise) would make much more sense and it would give players the ability to keep them out of t...
by hitzu
Fri Sep 09, 2016 5:13 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42564

Re: [MOD 0.14.2] Electric vehicles

Automatic mode pathfinding doesn't make single-headed trains go reverse. It is something I would like to be able to do because all modern locomotives can go both directions at full power. That would be nice. Although I personally avoid non-symmetrical trains anyway. I guess I didn't realize the exp...

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