Do we really need this suggested? I thought it was the logical next step.
It would certainly be interesting, but I think if those tiles could support heavier machines, it woul take a part of the gameplay away. Maybe allow conveyor belts, pipes, or even rails.
Search found 185 matches
- Sun Jul 19, 2015 1:13 am
- Forum: Ideas and Suggestions
- Topic: Floor Tiles to cover water
- Replies: 12
- Views: 5664
- Fri Jul 17, 2015 2:52 pm
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68741
Re: Friday facts #95
I just launched Factorio
THE UPDATE
IS
HERE
THE UPDATE
IS
HERE
- Fri Jul 17, 2015 2:24 pm
- Forum: General discussion
- Topic: Get on the HYPE TRAIN! [gif enabled]
- Replies: 10
- Views: 11244
- Fri Jul 17, 2015 1:21 pm
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70870
Re: Friday facts #94 - No 0.12 Release today
Seriously, after being repeatedly teased and denied, I've kinda been on the edge for weeks now!
- Fri Jul 17, 2015 9:45 am
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70870
Re: Love spells magic, Money Spells, Best Tarot Card reading+91-9610
Does anyone even still believe in astrology?molviaalamkhan0086 wrote:WORLD FAMOUS BEST INDIAN ASTROLOGER INDIA GURU/ AMERICA / Blablablaspam
I for one would never support such humbug and obvious scam!
If you'll excuse me, I'll have an appointment to have my future read out of chicken bones.
- Wed Jul 15, 2015 10:02 am
- Forum: Ideas and Suggestions
- Topic: More inventory limits
- Replies: 2
- Views: 1036
Re: More inventory limits
I understand Roboports, but cars? Car and tank trunks can't be filled automatically, rendering a slider superfluous.
- Mon Jul 13, 2015 7:36 am
- Forum: Ideas and Suggestions
- Topic: Continuous games
- Replies: 6
- Views: 2472
Re: Continuous games
I'm just gonna go ahead and do ssilk's job.
A mod for what you want: https://forums.factorio.com/forum/vie ... f=45&t=390
A mod for what you want: https://forums.factorio.com/forum/vie ... f=45&t=390
- Mon Jul 13, 2015 1:05 am
- Forum: Ideas and Suggestions
- Topic: Love the Game - My Suggestions
- Replies: 6
- Views: 2412
Re: Love the Game - My Suggestions
Trees can be marked for deconstruction. All objects marked for deconstruction are no longer considered an obstacle for blueprints, however construction bots will still try to construct things even if an object is blocking the site. On Robo-Ports, some indicator of how many robots of which type are i...
- Sat Jul 11, 2015 2:08 pm
- Forum: Outdated/Not implemented
- Topic: Devs: Steam powered...things
- Replies: 6
- Views: 12495
Re: Devs: Steam powered...things
Do you have
ANY
idea how much of a hassle that would be?
What could that possibly add to the gameplay?
ANY
idea how much of a hassle that would be?
What could that possibly add to the gameplay?
- Mon Jul 06, 2015 6:15 am
- Forum: Outdated/Not implemented
- Topic: Train Routing Logic
- Replies: 7
- Views: 14874
Re: Train Routing Logic
Don't train signals already create a one-way rail wherever they are?
- Sun Jul 05, 2015 9:51 am
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11434
Re: Blueprint catalogue (instead of putting BPs in inventory)
Also, buildings marked for deconstruction don't count as blocking.
- Sat Jul 04, 2015 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Giant flying biters
- Replies: 11
- Views: 6313
Re: Giant flying biters
However, moving a large amount of mass through the air is a LOT harder then over the ground, assuming flat-ish terrain. Fair point :) But assuming they are quite high up, they would be safer from you (out of range easily) and they could fly over water as as far as I know, biters can't swim. Yet... ...
- Sat Jul 04, 2015 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Mobile Construction Vehicle
- Replies: 7
- Views: 3523
Re: Mobile Construction Vehicle
OP's post has an important point: we need a lower tech, non-powersuit available mobile construction method. Putting a robo port into a car or tank sure would solve that. :-) Not necessarily a lower tech. It's just bigger and more bulky and more productive. Well if I have to go up to the purple rese...
- Sat Jul 04, 2015 2:36 pm
- Forum: Ideas and Suggestions
- Topic: Orbital weaponry
- Replies: 0
- Views: 1386
Orbital weaponry
Make the sky fall on your enemies! All weapons require manual targeting. Many possible weapons can be imagined: Projectile weapons Kinetic Bombardment: Fires an iron rod into the ground to cause a local earthquake. (IRL, tungsten would be used instead.) This requires a rod manufacturing line, but VE...
- Sun Jun 28, 2015 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Giant flying biters
- Replies: 11
- Views: 6313
Re: Giant flying biters
Giant flying alien motherships of DOOM.
Oh yes. Absolutely.
Oh yes. Absolutely.
- Fri Jun 26, 2015 6:03 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52882
Re: Friday Facts #92 - Personal roboport
Hey, those turrets aren't rotating :( I suppose the turrets in the previous FFF were rotating to show all sprite, not because that's what it does in-game. Do you really want to have a bunch of constantly spinning turrets on your map? Maybe randomly pointing in different directions from time to time...
- Fri Jun 26, 2015 2:10 pm
- Forum: Mods
- Topic: [0.11.22] Recipe Clipboard [WIP/First]
- Replies: 11
- Views: 22777
Re: [0.11.22] Recipe Clipboard [WIP/First]
Wait... what'S the difference to Shift+LeftClick/Shift+RightcCick?
- Sun Jun 21, 2015 11:58 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11434
Re: Album for blueprints
Blueprint album: 10 blueprints + 5 electronic circuits Can contain up to 10 blueprints Open album per right-click: Opens menu from which a blueprint can be selected Delete current blueprint by clicking on the X with an electronic circuit Add blueprint by either selecting empty slot, and using album ...
- Fri Jun 19, 2015 8:31 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Dinosaurs!!!
- Replies: 5
- Views: 7967
Re: [Request] Dinosaurs!!!
Dazed and confused, I looked out the main door. The chronometer displayed "MAR/27/750BCE", but where were the romans? Not even a city in sight! Just this weird forest is seen. But even worse: The fuel's gone! It was just a short jump, how could it be? A loud roar, and I had my answer: Dino...
- Fri Jun 19, 2015 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Manual crafting, 2 suggestions
- Replies: 3
- Views: 1095
Re: Manual crafting, 2 suggestions
Now if you could pick up some gears and click with them on the crafting icons to add them to the current recipe...