Search found 360 matches

by dood
Fri Mar 15, 2019 9:39 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 198711

Re: Solar panels less of a no-brainer

Has anyone thought that maybe iterating through 10k+ solar panels to check against pollution might be a wee little UPS hit?
by dood
Fri Mar 15, 2019 9:28 am
Forum: Ideas and Suggestions
Topic: Please allow me to toggle a locomotive into "personal train" mode
Replies: 11
Views: 2941

Re: Please allow me to toggle a locomotive into "personal train" mode

Temp stations aren't meant to be permanent.
Slap a station down and call it #TEMP or something if you have a place you need to keep returning to, remove it once you're done and just build a proper station for other landmarks pre 0.17 style.
You only need to set the conditions once.
by dood
Fri Mar 15, 2019 9:20 am
Forum: Balancing
Topic: blue and yellow assembler are worse than grey
Replies: 42
Views: 13732

Re: blue and yellow assembler are worse than grey

I don't think that holds up with -80% energy consumption from efficiency modules.
by dood
Mon Mar 11, 2019 3:24 pm
Forum: General discussion
Topic: Private trains?
Replies: 13
Views: 3921

Re: Private trains?

Well yeah, that's how you navigate a properly sized base without going insane.
The only alternative I have seen so far is the helicopter mod but you'll still want a train with build materials.
by dood
Sat Mar 09, 2019 10:59 am
Forum: General discussion
Topic: Was 0.17.7 biters nerfed already?
Replies: 21
Views: 7699

Re: Was 0.17.7 biters nerfed already?

You know that there are other turrets than Laser, right ? (This actually feels like a nice balance change for making laser turret creep less easy compared to gun/flame... at least for a short while - until blue science and substations ?) Maybe in another world in which gun turrets get filled with a...
by dood
Fri Mar 08, 2019 9:22 am
Forum: General discussion
Topic: Was 0.17.7 biters nerfed already?
Replies: 21
Views: 7699

Re: Was 0.17.7 biters nerfed already?

They are much harder to deal with because of the way ranged attacks work now and because the tank was nerfed into oblivion. Turret creep flat out doesn't work anymore due to lingering acid destroying power poles and if you build laser turrets right next to power poles, eventually the power pole will...
by dood
Wed Mar 06, 2019 6:22 pm
Forum: Ideas and Suggestions
Topic: Some UI to set a maximum on how many things to pick up
Replies: 3
Views: 862

Re: Some UI to set a maximum on how many things to pick up

Why?
You can disable your personal roboport now.
That is the only thing that keeps flooding your inventory.
by dood
Wed Mar 06, 2019 12:27 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

Each of my mining outposts has at least 4 compressed blue belts of ore. The rest of my base is decentralized modules joined by LTN. Together they make 2.1k SPM. When I add another furnace module I need a few hundred productivity and speed modules. Which I certainly don't have on stock. Sounds like ...
by dood
Wed Mar 06, 2019 9:55 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

If you want to build really big things you need hundreds or thousands of items. And 30 or more different types of items. To make this build effectively fast (within minutes, not hours) you need so much items, that you cannot hold them all in a local store, which is refilled, when empty. Instead you...
by dood
Mon Mar 04, 2019 5:08 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

Welcome to Factorio, where we always need more production, more pollution and more complexity. :lol: Honestly, why would we NOT want to fully automate base expansion? Factorio is all about automating everything. Okay so this is just complexity for the sake of complexity then? Keeping a few turrets ...
by dood
Mon Mar 04, 2019 2:15 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

Say you build a new mining outpost. You build the train line, add the train stop, add the roboport and release some construction bots. Now you blueprint the electric miners, power poles, belts, walls, gates, flame turrets, laser turrets as suitable for the ore deposit in question. Every deposit wil...
by dood
Mon Mar 04, 2019 1:25 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

mrvn wrote:
Mon Mar 04, 2019 11:38 am
The point is to ship a radar when the roboport has a ghosted radar in range. Not to always have one radar in store.
What's the point of that?
by dood
Mon Mar 04, 2019 1:24 pm
Forum: General discussion
Topic: [0.17.x]New worm exploit/strategy
Replies: 13
Views: 5252

Re: [0.17.x]New worm exploit/strategy

Too bad turrets and power poles can't do this.
by dood
Mon Mar 04, 2019 11:20 am
Forum: Gameplay Help
Topic: Good solution for biters attacking power poles along railway?
Replies: 14
Views: 4096

Re: Good solution for biters attacking power poles along railway?

I'll never understand why people feel the need to run trains through unguarded territory. In the new 1.7 game I made, I set the resource frequency to lowest and it's more brutally far apart than it has ever been yet I still had more than enough to box everything I need in with gun turrets and a huge...
by dood
Mon Mar 04, 2019 11:08 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41382

Re: Roboports should output missing materials to circuit network

That functionality already exists, you can connect inserters to the network and have them deactivate if an item is above X, if you build something that number is subtracted so they shovel more of it into the network and there you go, what more do you want? If you want a train to go to an outpost if ...
by dood
Fri Mar 01, 2019 7:39 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 12752

Re: Idling player should delete/place ghosts in reach

There were plans for earlier bots which would solve this but no actions taken to implement it.
by dood
Fri Mar 01, 2019 7:37 pm
Forum: General discussion
Topic: Stop making me download 1GB of assets
Replies: 16
Views: 5724

Re: Stop making me download 1GB of assets

They added a ton of HD graphics so probably, yes.
by dood
Fri Mar 01, 2019 11:00 am
Forum: Ideas and Suggestions
Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
Replies: 44
Views: 11306

Re: Please Bring Back Chests and Power Poles as Sources of Fuel

TheKingOfFailure wrote:
Fri Mar 01, 2019 3:12 am
Or if automating the voiding of items is too OP
Can we stop thinking in those terms already?
We almost got bots killed that way.
by dood
Fri Mar 01, 2019 10:55 am
Forum: Implemented Suggestions
Topic: Persistant notifications to the player when queued researches are completed
Replies: 21
Views: 5325

Persistant notifications to the player when queued researches are completed

In the FF#254 you said how the queue has the problem of overlooking the thing you just researched and indeed, it just makes the "research complete" sound and jumps right to the next one with no more indicator of what it is that has just finished so if you weren't constantly aware of what i...
by dood
Fri Mar 01, 2019 10:29 am
Forum: General discussion
Topic: Game Sounds, LaserT, Worms and Alert
Replies: 29
Views: 7215

Re: Game Sounds, LaserT, Worms and Alert

If it has enough energy to kill something quickly, at the very least there will be a bang if you turn it on because of the sudden expansion of hot air.

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