Search found 181 matches

by Nemoricus
Wed Jan 28, 2015 2:32 am
Forum: Not a bug
Topic: [0.11.13] Can Pan Off Map in Tight Spot Scenario
Replies: 3
Views: 1861

Re: [0.11.13] Can Pan Off Map in Tight Spot Scenario

Okay, but is there a reason that the player should be able to pan the view off of the map in this scenario? Everything they need to do is confined to that area, so why do they need the ability to leave it? In fact, I think it makes more sense for a free camera to remain bounded by the edges of the m...
by Nemoricus
Tue Jan 27, 2015 3:16 pm
Forum: General discussion
Topic: How to get Mining Drill after purchase
Replies: 1
Views: 1555

Re: How to get Mining Drill after purchase

Yes. You can buy an upgrade code just for the difference between the price you payed and what that tier costs.

And why not buy another copy? Get your friends the gift of "I'll go to bed right after I figure out how to automate this. Wait, when did it get to be five AM?" ;)
by Nemoricus
Tue Jan 27, 2015 3:14 pm
Forum: Ideas and Suggestions
Topic: Picture-in-Picture for events
Replies: 7
Views: 2891

Re: Picture-in-Picture for events

A log with how long ago the event took place and where it was would be very much appreciated. With the larger bases, it can be hard to keep track of all the alerts that you get without physically going and checking on them.
by Nemoricus
Tue Jan 27, 2015 3:13 pm
Forum: Ideas and Suggestions
Topic: Reversible train signals and stops
Replies: 3
Views: 1164

Reversible train signals and stops

Sometimes, the "right-hand rule" for stops and signals is not desirable, particularly if you're building in tight spaces and you need the signal or stop on one side to fit nicely. So, I request that train stops and signals be reversible, where hitting "R" switches the orientation...
by Nemoricus
Tue Jan 27, 2015 3:02 pm
Forum: Ideas and Suggestions
Topic: Buildings construct time.
Replies: 11
Views: 3898

Re: Buildings construct time.

Buildings with construction times should be an exception rather than a rule in this game. I find myself frequently rebuilding as I experiment with layouts and designs, and even the deconstruction time gets to be a little annoying. Turrets and walls are the one thing I'll entertain an exception for, ...
by Nemoricus
Tue Jan 27, 2015 2:26 pm
Forum: Not a bug
Topic: [0.11.13] Can Pan Off Map in Tight Spot Scenario
Replies: 3
Views: 1861

[0.11.13] Can Pan Off Map in Tight Spot Scenario

In the Tight Spot scenario, you can pan the camera so that the map is entirely out of sight. Since the map is of finite size, it should block at some point so that the player doesn't accidentally lose where it is.
by Nemoricus
Mon Jan 26, 2015 7:47 pm
Forum: Resolved Problems and Bugs
Topic: Furnaces/inserters stuck with this setup
Replies: 17
Views: 13570

Re: Furnaces/inserters stuck with this setup

How does it decide what recipe to use? What's in the input slot? What's in the output slot? Both? Naturally, it uses the input slot, but does it consider the output slot at all?
by Nemoricus
Mon Jan 26, 2015 1:22 pm
Forum: Resolved Problems and Bugs
Topic: Furnaces/inserters stuck with this setup
Replies: 17
Views: 13570

Re: Furnaces/inserters stuck with this setup

It's a little odd that inserters do this for furnaces, when for any other structure they're quite smart about what they'll insert. But then, furnaces do have the unique behavior of being agnostic about their inputs and outputs. They just smelt whatever's placed in them and output whatever the result...
by Nemoricus
Mon Jan 26, 2015 9:53 am
Forum: Gameplay Help
Topic: Do multiple header trains make pulling rolling stock faster?
Replies: 18
Views: 26425

Re: Do multiple header trains make pulling rolling stock fas

Of course. And because mass in Factorio isn't a problem (you have the stacks, which do compression based on some quite advanced hyperspace technique), this effect should work like so: Any inventory has a "fullness" between 0 and 1. It depends on, if a stack is used. This factor is multipl...
by Nemoricus
Sun Jan 25, 2015 8:27 pm
Forum: Gameplay Help
Topic: Do multiple header trains make pulling rolling stock faster?
Replies: 18
Views: 26425

Re: Do multiple header trains make pulling rolling stock fas

If the trains slow down as they go from empty to fully loaded, should the player slow down as they have more items in their inventory? Because if you do one, for consistency it should apply to all mobile entities that have an inventory. Cars, tanks, players...
by Nemoricus
Sun Jan 25, 2015 8:20 pm
Forum: Duplicates
Topic: [0.11.13]not enouth space on logystic system
Replies: 2
Views: 3390

Re: [0.11.13]not enouth space on logystic system

Playing in a windowed view, like I do, means that I don't even see that much. There needs to be a way to open up a dedicated, scrollable logistics window.
by Nemoricus
Sat Jan 24, 2015 12:26 am
Forum: Ideas and Suggestions
Topic: Fusion Generator
Replies: 5
Views: 1864

Re: Fusion Generator

Do you perhaps mean 5 MW? Because 5kW would be way, way too low. And 40 seconds per artifact means that I, personally, would never use the fusion generator. It takes a fair bit of time to gather them, and I'm not always out destroying nests, so I could easily run out. Alien artifacts also aren't aut...
by Nemoricus
Sat Jan 24, 2015 12:11 am
Forum: Resolved Problems and Bugs
Topic: [0.11.11] Default logistic value shouldn't be one stack
Replies: 23
Views: 10107

Re: [0.11.11] Default logistic value shouldn't be one stack

The default should be a full stack (with some exceptions), because that's likely to be the most common use case. However, the game should give you a chance to adjust the values before it starts requesting items. Just having a confirmation prompt would be enough.
by Nemoricus
Fri Jan 23, 2015 10:43 pm
Forum: Ideas and Suggestions
Topic: Trains: Load at edges, unload at edges
Replies: 6
Views: 1913

Re: Trains: Load at edges, unload at edges

Sorry, but watch inserters exactly: They are turning always in some unusual directions. For example: An inserter at an edge of an assembly is faster, than in the center. This is because he needs not to turn that far (perhaps only 160 instead of 180 degrees). There are many other such situations. Th...
by Nemoricus
Fri Jan 23, 2015 9:53 pm
Forum: Ideas and Suggestions
Topic: Trains: Load at edges, unload at edges
Replies: 6
Views: 1913

Re: Trains: Load at edges, unload at edges

I think they should work identical for loading/unloading. Either they work into the center of the wagon or not. Both makes sense in some way. Since loading/unloading at the center leads to questions about why the inserters can extend and turn in ways they normally can't, I'm strongly in favor of wo...
by Nemoricus
Fri Jan 23, 2015 12:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Modular Armor Power Indicator Draw Over Info Boxes
Replies: 0
Views: 1874

[0.11.13] Modular Armor Power Indicator Draw Over Info Boxes

The power charge indicator for modular armor is apparently drawn last, so it can end up covering information boxes, like the one you see when mousing over a locomotive.
by Nemoricus
Fri Jan 23, 2015 9:42 am
Forum: Ideas and Suggestions
Topic: Trains: Load at edges, unload at edges
Replies: 6
Views: 1913

Trains: Load at edges, unload at edges

People who've played with trains for a while have likely noticed that, while inserters load objects into a train at its edges, inserters that are unloading it reach all the way to the center of the wagon. This seems very strange, for a number of reasons. First, it's a marked asymmetry in how inserte...
by Nemoricus
Fri Jan 23, 2015 9:08 am
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 422523

Re: Games Like Factorio

Actually, Manufactoria and Factorio have a lot in common. While Factorio's objects don't have internal states like Manufactoria's robots do, smart inserters can respond to the state of the network. The only question is if you could make a queue that acts a lot like the one in Manufactoria, and with ...
by Nemoricus
Fri Jan 23, 2015 8:47 am
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Incorrect controls with double locomotive trains
Replies: 1
Views: 963

[0.11.13] Incorrect controls with double locomotive trains

When building trains with locomotives that face in both directions, the controls for turning are reversed if the player enters one of the locomotives, and it seems to be based on which train is connected first. To replicate: 1. Build a train with two locomotives, one facing each direction. 2. Enter ...
by Nemoricus
Thu Jan 22, 2015 11:23 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 422523

Re: Games Like Factorio

Zachtronics is pretty good with the games they develop, with SpaceChem being their previous game in this vein. I haven't tried it myself yet, but I'm confident that they'll do well. They also developed Codex of Alchemical Engineering, Bureau of Steam Engineering, and Manufactoid, all of which cater ...

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