What does this even do?
No pictures, no description, nothing.
Search found 130 matches
- Sat Mar 26, 2016 8:41 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Hunter bot
- Replies: 8
- Views: 4054
- Fri Mar 25, 2016 10:20 am
- Forum: Ideas and Suggestions
- Topic: Requester Chest, Default Amount of Items
- Replies: 14
- Views: 5432
Re: Requester chest
I think about every possible suggestion to change this has already been made, from pause before requesting, to wait for window close, or add a validation dialog, or simply default to one item. It's simply a design choice from the devs. Well, but seeing that there are so many suggestions for that, i...
- Thu Mar 24, 2016 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Have 2-3 separate Evolution Factors, use the highest
- Replies: 7
- Views: 1789
Re: Have 2-3 separate Evolution Factors, use the highest
Well, it already is unless you play with mods then it can be anything.
- Thu Mar 24, 2016 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Have 2-3 separate Evolution Factors, use the highest
- Replies: 7
- Views: 1789
Re: Have 2-3 separate Evolution Factors, use the highest
So instead of being backed into a corner one way, the player can do it 3 different ways? Keep in mind that 3 split evolution factors have to grow 3 times as quickly to match the current system, and it means the player can focus any one factor to reach the limits 3 times quicker. Or, and this might ...
- Thu Mar 24, 2016 5:25 pm
- Forum: General discussion
- Topic: two belts on one tile width
- Replies: 21
- Views: 13955
Re: two belts on one tile width
Well I myself doesn't care about that. I have no issues with those belts whatsoever.
I'm simply saying that I find the explanation "different depth for the belt" to be just as implausible as the current situation (which is no explanation at all), as it also makes no sense whatsoever.
I'm simply saying that I find the explanation "different depth for the belt" to be just as implausible as the current situation (which is no explanation at all), as it also makes no sense whatsoever.
- Thu Mar 24, 2016 1:31 pm
- Forum: General discussion
- Topic: two belts on one tile width
- Replies: 21
- Views: 13955
Re: two belts on one tile width
Problem with that is that when they're in one line, they would have to go through one another, just this time underground ^ ^Cylindric wrote:Maybe because yellow underground belts are already burried 1m deep, red ones 3m deep and blue ones 5m deep? You can't see how deep those little entrances go...
- Tue Mar 22, 2016 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34101
Re: Remove or Miniaturize Circuit Networks
As far as I know (might have been on an FF somewhere) they want to rework the whole logic wire thing and make it easier to use. Oh, and removal is out of the question. That just doesn't make any sense to remove the feature all together seeing that there are a lot of people who use it and have fun wi...
- Tue Mar 22, 2016 11:33 am
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 33737
Re: [MOD 0.12.x] STRS - Radar Systems
There's a line; time between scans; 30kW = 1MJ = 1second which I kept reducing (down to 30kW 30MJ), yet the scanning rate remained exactly the same. Could it be that you've changed a Comment line instead of the lines below it what have the actual behaviour in it? Because that line looks awfully lik...
- Tue Mar 22, 2016 8:26 am
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 33692
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
yes, but they can also make it just an expert mode so that some people wont even have to touch it. Yes, but seeing that you don't have to use them at all and their existance has no impact whatsoever on those who don't need it, there is no need to put it into a special mode. Changing belts on the ot...
- Tue Mar 22, 2016 6:24 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40568
Re: [MOD 0.12.x] Water maze
I'm using water maze together with Train Outposts (which is an RSO derivat) and it works good. Only Problem I had with my new Map that I haven't seen any Oil Well so far... maybe I have to adjust the cost for the bergius process mod so that I can research it without needing to have plastic first (on...
- Mon Mar 21, 2016 10:04 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 33692
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
Because if we think about that reasonably then stuff like Circuit Networks should never have been added to the game because they provide only fun to... 10% of the playerbase, as you would say Koub. The difference here is that the Circuit Networks are not needed for the game, that's why there exista...
- Mon Mar 21, 2016 7:49 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 35207
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
At this point, I believe the debate has devolved into semantics. I think the most important fact from the discussion is that the general idea is good but not well-executed. I am going to take another stab at this, rewrite some of the behavior, then we can resume yelling. ;) Agreed. And just pro for...
- Mon Mar 21, 2016 6:58 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40568
Re: [MOD 0.12.x] Water maze
That is awesome. Now I have to start the game again to use that pattern, as it looks beautiful!DonovanHawkins wrote:[...]
Thanks for the share Donovan
- Mon Mar 21, 2016 6:55 pm
- Forum: Mods
- Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
- Replies: 32
- Views: 42734
Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
The funny thing with this mod is:
I would actually want it to be exactly the other way around.
It's extremely annoying to me that when I deconstruct more stuff than I have personal Bots, that then some factory bots come and take away the stuff I wanted in my inventory.
I would actually want it to be exactly the other way around.
It's extremely annoying to me that when I deconstruct more stuff than I have personal Bots, that then some factory bots come and take away the stuff I wanted in my inventory.
- Mon Mar 21, 2016 6:53 pm
- Forum: Ideas and Suggestions
- Topic: "Not enough construction robots" alert should be silent
- Replies: 4
- Views: 1646
Re: "Not enough construction robots" alert should be silent
How do you want to distinct between both situations (not enough items vs. not enough bots? Think also to situations, where the bots are just waiting to recharge). Do you think you can distinct that automatically? You do realize that the game already does that? The little yellow info box already dis...
- Mon Mar 21, 2016 6:49 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 35207
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
so don't tell nothing in factorio works that way, it is not true ! Nothing in Factorio works that way. NOTHING in Factorio needs anything BESIDES Energy to run. In this case you need to completely reforge the robot mining drills because you can not just recharge them. NOTHING in Facorio works that ...
- Mon Mar 21, 2016 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22611
Re: Conveyor belts optional using electricity
But you can do that in a single post.
No need to make three separate posts for that.
No need to make three separate posts for that.
- Mon Mar 21, 2016 3:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 35207
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
However, even if I made them electric mining drills, right now there is no way to detect whether an entity is receiving power from the power grid or not. Why would you have to? Just place them. When they don't receive any energy, well then you have to add more energy poles (and with "you"...
- Mon Mar 21, 2016 1:41 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 35207
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
The question is, why even the need for the batteries? Why not use an existing pwerline, if one is present? The drain on power will already be enough to balance it. I just don't see the reason why to use those charged batteries since nothing else in factorio works like that. It either produces energy...
- Mon Mar 21, 2016 6:11 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22611
Re: Conveyor belts optional using electricity
I did not write that...ssilk wrote:Please see: viewtopic.php?f=6&t=21058#p133065 :Yinan wrote:how would it decrease play ability?