Search found 266 matches
- Fri Mar 31, 2017 4:39 am
- Forum: Balancing
- Topic: Start game with grenades?
- Replies: 5
- Views: 1673
Start game with grenades?
One of the early game frustrations is spawning in or near a forest I need to clear. This would be solved by spawning with something like 10-50 grenades. Even better if the grenade explosions would leave some wood on the ground to be picked up. Also maybe exploding a grenade on a coal field could puf...
- Sun Mar 19, 2017 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Global matching server chat
- Replies: 3
- Views: 1950
Re: Global matching server chat
Was about to make a thread about this but there already was one. So I suppose I hereby voice my support for the idea
- Sat Mar 18, 2017 1:06 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 43183
Re: Friday Facts #182 - Optimizations, always more optimizations
Are the nuclear plant graphics finished yet? I would love to see non-placeholder nuclear plants
- Tue Mar 14, 2017 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear bomb aka nuke and atomic silo
- Replies: 6
- Views: 3590
Re: Neclear bomb aka nuke and atomic silo
+1
Gimme a really expensive, really effective late game way to deal with them bugs. I´d rather spend a LOT of resources on killing them than spending a lot of time on dealing with them with ordinary weapons and turret creeping.
Gimme a really expensive, really effective late game way to deal with them bugs. I´d rather spend a LOT of resources on killing them than spending a lot of time on dealing with them with ordinary weapons and turret creeping.
- Fri Feb 17, 2017 7:45 pm
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23890
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Question and food for thought: Do we want there to be normal chance of biters attacking while a non-battle related mini tutorial is going on?
- Tue Feb 14, 2017 5:35 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 163160
Re: [0.14.x] Bob's Mods: General Discussion
Just to confirm: it´s 60 ticks per second, right? so max 120 items/second?
- Sat Feb 11, 2017 4:57 pm
- Forum: Technical Help
- Topic: Optimal monitor for factorio?
- Replies: 8
- Views: 3130
Re: Optimal monitor for factorio?
ok, so possibly not being able to zoom out enough (relatively) could be a legitimate issue with a 21:9 screen.
Is this moddable or is there a mod that would enable zooming out more?
Is this moddable or is there a mod that would enable zooming out more?
- Sat Feb 11, 2017 4:51 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52790
Re: Friday Facts #177 - Difficulty settings
Anyone else eagerly waiting to get to see the non-placeholder graphics for nuclear power plants?
- Sat Feb 11, 2017 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Gun Turrets that can request Ammo
- Replies: 6
- Views: 3197
Re: Gun Turrets that can request Ammo
This is where requester turret could be useful. You could define how much ammo to load. I find sometimes the 10 ammo gets used and then burner inserters seem a little bit too slow to refill the ammo in some cases. Alternatively, would it be possible by other means for the turret to get more than 10 ...
- Sat Feb 11, 2017 1:56 pm
- Forum: Technical Help
- Topic: Optimal monitor for factorio?
- Replies: 8
- Views: 3130
Optimal monitor for factorio?
My desktop monitor is about to reach the end of it´s lifetime at the age of 10 years. It seems now images are starting to get burned in. So I´m on the lookout for a new monitor and of course it would have to be optimal for Factorio :) So what I am wondering is if any of you guys have experiences on ...
- Sat Feb 11, 2017 1:10 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52790
Re: Friday Facts #177 - Difficulty settings
If and when you add complex recipes, please consider making some of them such that they produce not only the product you want but also a byproduct you need to get rid of (kind of like in bob´s mods). Maybe get ore as a byproduct of making irong gear wheels and sticks? Maybe get heavy oil as a byprod...
- Tue Feb 07, 2017 12:29 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 163160
Re: [0.14.x] Bob's Mods: General Discussion
I think it is almost always better to automate the products that need gear wheels, wires or bearings by directly feeding the wheels etc from an assembler that makes them to assembler that needs them instead of feeding them by a belt. This way you can scale the production more by adding bunches of th...
- Sun Feb 05, 2017 1:10 pm
- Forum: Mods
- Topic: Factorissimo
- Replies: 0
- Views: 1014
Factorissimo
First of all, is there really no thread for this mod? I failed to find one with search function on this board at least. Second of all, is the mod author still working on this? Is he participating in the forum a lot? Seems like few months have gone without an update, I am eagerly awaiting for a possi...
- Sat Feb 04, 2017 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Pressure Plate (and other Dwarf Fortress things)
- Replies: 3
- Views: 2744
Re: Pressure Plate (and other Dwarf Fortress things)
how about pressing a key on keyboard to send a signal? (Maybe power armor could have a wireless signal transmitter and some entities could be programmed based on reception of such signals)
This would make things like controlling tetris on a light matrix much easier (very high priority thing, yes?)
This would make things like controlling tetris on a light matrix much easier (very high priority thing, yes?)
- Sat Feb 04, 2017 2:58 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 48146
Re: Friday Facts #176 - Belts optimization for 0.15
There's a bug in your first gif :D http://i.imgur.com/uIiOPQ0.png I had some time thinking about how this could happen. My theory is that the copper plate to the right of that your arrow points at was inserted onto the belt at sometime after the last and third to last copper plate was already there...
- Wed Feb 01, 2017 4:25 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1008705
Re: Factorio Roadmap for 0.15 + 0.16
Actually I am hoping it gets delayed so I can finish my mod run of 0.14 before .15 hits
- Wed Feb 01, 2017 3:23 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 163160
Re: [0.14.x] Bob's Mods: General Discussion
Thank you all for the explanations. Also providing that wood of course gives an interesting puzzle! (setting up the greenhouses)
- Tue Jan 31, 2017 8:56 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 163160
Re: [0.14.x] Bob's Mods: General Discussion
Interesting. I had no idea!
- Tue Jan 31, 2017 7:14 pm
- Forum: Implemented Suggestions
- Topic: Admin Research
- Replies: 2
- Views: 1571
Re: Admin Research
+1
I can´t believe this is not already in the game.
I can´t believe this is not already in the game.
- Tue Jan 31, 2017 7:11 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 163160
Re: [0.14.x] Bob's Mods: General Discussion
This might be a stupid question but why is wood used for electronics anyways?
Well of course there were a lot of electronic devices with wood covers back in 70s (Atari, anyone?) But the circuit boards themselves? I find it quite weird that wood is used for them.
Well of course there were a lot of electronic devices with wood covers back in 70s (Atari, anyone?) But the circuit boards themselves? I find it quite weird that wood is used for them.