Search found 40 matches

by dpacbach
Thu Apr 09, 2020 4:21 am
Forum: Ideas and Suggestions
Topic: Add more devices to Circuit network
Replies: 16
Views: 3871

Re: Add more devices to Circuit network

Thanks, I'll give that a try.
by dpacbach
Tue Apr 07, 2020 4:18 am
Forum: Ideas and Suggestions
Topic: Add more devices to Circuit network
Replies: 16
Views: 3871

Re: Add more devices to Circuit network

Yes those mods are relevant and one of them might indeed solve the problem... I understand that when mods are considered, all things are possible... but I'm a pure vanilla player, I don't like to use any mods :) With mods I feel like I am creating my own game and then playing it, which for me takes ...
by dpacbach
Sun Apr 05, 2020 10:49 pm
Forum: Ideas and Suggestions
Topic: Add more devices to Circuit network
Replies: 16
Views: 3871

Re: Add more devices to Circuit network

Should also mention for context that my situation is an end-game situation where biter waves are always killed off completely with minimal damage to walls. I have two rows of walls + a bunch of sharks teeth + many advanced laser turret power upgrades from science. The only issue I have is the bots k...
by dpacbach
Sat Apr 04, 2020 2:13 am
Forum: Ideas and Suggestions
Topic: Add more devices to Circuit network
Replies: 16
Views: 3871

Re: Add more devices to Circuit network

BUT currently there is not good solution for it. Because walls are not possible to connect to circuit network too to check attacks. The second option is to use detection in turrets via decreasing number of Piercing rounds magazine. BUT it is NOT possible too :-) So the last option which I have is t...
by dpacbach
Tue Mar 03, 2020 4:52 am
Forum: Wiki Talk
Topic: 0.16 wiki is down
Replies: 3
Views: 2111

Re: 0.16 wiki is down

I am looking for the 0.16 version of the wiki (i.e., the one that would give all the recipes as they were in 0.16) and found this post, but the link appears to be down. Can someone bring it back up or give a corrected link? Thanks
by dpacbach
Sun Feb 23, 2020 2:36 am
Forum: Ideas and Suggestions
Topic: Launch player in rocket to conclude game
Replies: 2
Views: 777

Launch player in rocket to conclude game

I'm sure this has been asked a million times before, but some quick (~30 sec) searching in this forum did not immediately turn anything up :) It never seemed right to me that the player can't launch himself in the rocket to return to the home planet (or has that been added in recent versions?). With...
by dpacbach
Sat Aug 18, 2018 5:12 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 7524

Artillery too powerful even for late game?

Even though Artillery is a late-game feature, sometimes it still feels too powerful. With artillery I don't really have much need anymore to go to biter bases an engage in combat using all of the other possible weapons and tactics. Factorio has many weapons that each have their own associated strate...
by dpacbach
Sun Jul 29, 2018 1:47 pm
Forum: General discussion
Topic: Why not Lua?
Replies: 24
Views: 11615

Why not Lua?

Question for devs -- I believe if I'm not mistaken that you said that you (kovarex?) had regretted using Lua as the scripting language for factorio -- why?
Thanks
by dpacbach
Tue Jun 19, 2018 12:11 am
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 65085

Re: Train station skipping conditions

+1 for this idea, I think it makes sense.
by dpacbach
Sat Jun 16, 2018 6:53 pm
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 67236

Re: Speed modules are sometimes more efficient than Efficiencies

Here is something that seems important that I have not seen mentioned in this thread yet: Productivity modules have a basic difference from efficiency and speed modules that in a sense makes them more powerful than either of those two. That is, the effects of productivity modules can accumulate mult...
by dpacbach
Sat Jun 16, 2018 3:25 pm
Forum: Ideas and Suggestions
Topic: Power to the Belts
Replies: 9
Views: 2077

Power to the Belts

Others have raised the question before as to how belts can operate with no electricity. Here is an idea on how to make belts require electricity but not disturb existing game play too much: Idea: Belts conduct electricity! That way only one end of a long belt need be in range of a power pole, then a...
by dpacbach
Tue May 29, 2018 11:45 pm
Forum: Ideas and Suggestions
Topic: Personal Wireless Rail Signal
Replies: 1
Views: 686

Personal Wireless Rail Signal

Help prevent the frequently-nerve-wracking death-by-train by introducing a new technology called “Personal Wireless Rail Signal” that allows a (late-game) player to craft a special signal that can be inserted into armor and that causes normal rail signals to interpret a player standing on tracks (or...
by dpacbach
Thu May 24, 2018 11:48 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 8388

Re: Mining Uranium Should be Required

Some nice ideas here! Perhaps your satellite could have some sort of nuclear power source? That's a good idea! And if that requires used nuclear fuel cells then, as some have mentioned, that would also require the player to setup nuclear power, which I think is an interesting part of the game. ... a...
by dpacbach
Sat May 19, 2018 5:26 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 8388

Mining Uranium Should be Required

Currently, one can launch a rocket and win the game without ever mining uranium (or creating nuclear power, uranium ammo, etc.). I think that the developers should find a way to make uranium mining more essential to the game for the purpose of better integrating it. Some possibilities might be: 1) Y...
by dpacbach
Fri May 04, 2018 10:57 pm
Forum: Wiki Talk
Topic: some "Total Raw" numbers are wrong on the wiki
Replies: 3
Views: 4610

Re: some "Total Raw" numbers are wrong on the wiki

I think it would be really useful (and more intuitive) if the “total raw” on the wiki were actually expressed in terms of raw elements instead of stopping the breakdown at non-hand-craftables (if that’s what is happening); for example, I was just looking at yellow science and it it lists blue circui...
by dpacbach
Wed Apr 25, 2018 12:50 am
Forum: Ideas and Requests For Mods
Topic: Mod for making start-of-game more involved
Replies: 11
Views: 3007

Re: Mod for making start-of-game more involved

@eradicator Sorry just realized I called you exterminator instead of eradicator ;-)
by dpacbach
Tue Apr 24, 2018 11:19 pm
Forum: Ideas and Requests For Mods
Topic: Mod for making start-of-game more involved
Replies: 11
Views: 3007

Re: Mod for making start-of-game more involved

Ok so basically now I am envisioning a mod that does precisely the following (no more/less): - Start of game there is a hand-crank generator that the player can craft and must use it for all electricity needs - The player cannot initially craft burner mining drills or electric miners, so mining must...
by dpacbach
Sun Apr 22, 2018 9:01 pm
Forum: Ideas and Requests For Mods
Topic: Mod for making start-of-game more involved
Replies: 11
Views: 3007

Re: Mod for making start-of-game more involved

I like the idea of the Hand Crank generator actually, I think that might be a cleaner solution than making burner variants of the various other buildings (like burner labs as you mentioned). That way it would allow pushing electricity just a bit further still into the game since the player could in ...
by dpacbach
Sun Apr 22, 2018 7:39 pm
Forum: Ideas and Requests For Mods
Topic: Mod for making start-of-game more involved
Replies: 11
Views: 3007

Re: Mod for making start-of-game more involved

thanks, but that looks like more of a game overhaul -- I am just looking for something that adjusts the very start of the game, not adding any items/units, only adding a few technologies that would be required to e.g. build burner mining drills and electricity.
David
by dpacbach
Sun Apr 22, 2018 1:23 am
Forum: Ideas and Requests For Mods
Topic: Mod for making start-of-game more involved
Replies: 11
Views: 3007

Mod for making start-of-game more involved

Hi there, I would really like a mod that does the following and so I am wondering if it is already out there. Background: normally at the start of the game the player is able to build some basic items such as: * burner mining drill for mining * burner inserter for logistics * offshore pump, boiler, ...

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