Search found 530 matches
- 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...
- 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...
- Tue Nov 01, 2016 4:39 am
- Forum: Ideas and Suggestions
- Topic: Substations reading power statistics to circuit network
- Replies: 4
- Views: 3991
Re: Substations reading power statistics to circuit network
This is a very good suggestion.
- 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...
- 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.
- 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...
- 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?
- 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?
- 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...
- 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
- 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...
- 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
Was the "victory pole" a problem? It was and now it is fixed. But some would argue it was just a playstyle.steinio wrote:Because there is no problem.
- 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
It was suggested many times in different topics and on Reddit. I don't know why devs ignore this problem so long.ssilk wrote:You mean that: viewtopic.php?f=16&t=29844&p=194112&hil ... me#p194112 ?
See above!
- 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.
- 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.
- 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)
No, I mean large smelters/assemblers.ssilk wrote:Do you mean the circuit-connected belts?
Since 0.13 everything can be connected to circuits, even belts.
- 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?
- 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. ^_____^
P.S. I'm really looking forward for woodcutter droids. ^_____^
- 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...
- 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...