Search found 14 matches
- Fri Apr 05, 2024 2:32 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 138
- Views: 15717
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
A couple items in the logistics menu I donβt recognize: 9.6k of an orange pipe looking thing and vests without helmets shown in iteration 3. Do we know about these already? The pipe-looking things are flamethrower fuel, but the vest is a good catch! Could be a new icon for modular armor maybe, or p...
- Fri Apr 05, 2024 2:22 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 138
- Views: 15717
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
The new belt reader sounds fantastic. I've some questions, though (keep in mind I don't use logistics much in my playthroughs so these may be dumb questions): - Will this feature make it easier to set up a system to monitor the throughput of belts, ie how many items its carrying a second? Perhaps a ...
- Sat Mar 30, 2024 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 37383
Idea - Inductive Charging Module
The only means to power your armor's equipment is with solar panels or a fusion reactor; the former is slow, only works in daytime, and reliant on batteries, and the latter is at the end of the tech tree and very expensive to research and build. I wouldn't mind having alternatives besides "earl...
- Tue Jan 23, 2024 6:15 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21980
Re: Friday Facts #394 - Assembler flipping and circuit control
Those mirrored oil refineries make me want to weep tears of joy for how much simpler it'll make my pipelines. Thank you for this gift. That screenshot of the 6 refineries sharing direct pipes was beautiful.
- Mon Jan 15, 2024 1:35 am
- Forum: General discussion
- Topic: Concepts for Color-Blind options
- Replies: 6
- Views: 897
Re: Concepts for Color-Blind options
I love those logistic icons, easy to identify function but still visually interesting.
- Sat Jan 13, 2024 6:21 pm
- Forum: General discussion
- Topic: Concepts for Color-Blind options
- Replies: 6
- Views: 897
Concepts for Color-Blind options
I lurk on the forums, but I've seen discussions and mods to help colorblind players. Now, I am not colorblind myself, but I think accessibility is important, so I wanted to brainstorm some ways the game could be more friendly to colorblind players with more visual shorthands, and should not be diffi...
- Fri Jan 12, 2024 10:14 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47612
Re: Friday Facts #393 - Putting things on top of other things
Seeing stacks of items blew my mind, I instantly began thinking of my preferences for bus bases and how much of a game changer this would be, no need to have two dozen blue belts of green circuits infinitely splitting off at different stops, no fifty belts of copper just to feed low density structur...
- Fri Dec 15, 2023 2:33 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26760
Re: Friday Facts #389 - Train control improvements
These new train systems sound GLORIOUS. I remember I wanted a train to transport artillery shells to various outposts and had to rig up each station to disable or enable based on if it had shells, plus have the train come back to resupply after each stop so it doesn't visit stations while not carryi...
- Fri Dec 08, 2023 2:23 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25453
Re: Friday Facts #388 - Smaller things for 2.0
Loving all these QoL additions. One I'd like to see, since undergrounds were brought up, is allow the option to lay pipes like power lines. That is, when a powerline is dragged to its maximum range, it places and keeps going, and if there's something in the way it'll build a space short to avoid it....
- Fri Nov 17, 2023 6:49 pm
- Forum: General discussion
- Topic: My issue with Factorio and how the 2.0 Space Age expansion is going to fix it (i hope)
- Replies: 13
- Views: 2770
Re: My issue with Factorio and how the 2.0 Space Age expansion is going to fix it (i hope)
My personal playstyle is prevention for some reason. I have this part which says "if you cause too big of an attack, you may fail to handle it so don't cause attacks" I think the problem is this thought process. Attacks are inevitable until you get to the lategame and can use artillery to...
- Fri Nov 03, 2023 3:27 pm
- Forum: Ideas and Suggestions
- Topic: A Few Small QoL Ideas
- Replies: 0
- Views: 251
A Few Small QoL Ideas
When dragging and running out lengths of underground pipe, if something is in the way the pipe isn't placed, or one end will be placed but not the other. I'd like it if this was done like belts and power lines, where if there's an obstruction in the way of the underground pipe at maximum length, it...
- Tue Oct 24, 2023 9:54 pm
- Forum: Gameplay Help
- Topic: Combat Woes
- Replies: 8
- Views: 933
Re: Combat Woes
Trying out mines offensively, never made much use of them in general, and WOW yeah, they're amazing! Definitely gonna bring a few thousand with me on future expeditions
- Mon Oct 23, 2023 9:55 pm
- Forum: Gameplay Help
- Topic: Combat Woes
- Replies: 8
- Views: 933
Re: Combat Woes
- Turret Creep won't work, as I said ballistic damage is pathetic without multiple upgrades - I'll give capsules a try but I dunno if they'll make THAT big a difference - Land Mines take a moment to burrow so I can't do it offensively, but I'll try pre-laying them to speed up destroying the retaliat...
- Mon Oct 23, 2023 7:10 pm
- Forum: Gameplay Help
- Topic: Combat Woes
- Replies: 8
- Views: 933
Combat Woes
I've been playing the game since it released several times, and I keep having the same annoyances when it comes to the combat in the mid-late game. Simply put, destroying larger biter nests before rushing to Laser Modules, Spidertron or Artillery is an utter slog. Even with Modular Armor or Power Ar...