Search found 122 matches
- Tue Sep 16, 2014 12:30 am
- Forum: General discussion
- Topic: Wall Gates gone missing?
- Replies: 5
- Views: 2418
Wall Gates gone missing?
I haven't played Factorio in a while, but I still stay up-to-date on the FFF's, and I haven't read anything about Gates recently. Are they finished and implemented or scrapped and forgotten?
- Sun Aug 17, 2014 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Cargo ship
- Replies: 7
- Views: 6267
Re: Cargo ship
You could just make a new map.
- Wed Aug 13, 2014 3:41 pm
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22376
Re: allow replacing belts with splitters
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββ
β
βββββββββββββββββββββββββββββββββ...
- Sun Jul 27, 2014 2:14 pm
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 45966
Re: Friday Facts #44 - Decision making
I think the tanks are really cool. Maybe the tank could have multiple weapons that can be switched to with Q. Tanks with multiple slots for other people to ride in. Driver. Gunner. Extra spot. The extra spot allows for the shooting of handheld weapons.
- Thu Jul 17, 2014 9:15 pm
- Forum: Modding help
- Topic: Allowed to use code from other mods???
- Replies: 6
- Views: 1676
Allowed to use code from other mods???
I'm thinking about trying to mod, but I wanted to know if I can use code from other mods. Maybe the authors wouldn't like it, but I'd ask first.
- Thu Jul 17, 2014 12:56 am
- Forum: Ideas and Requests For Mods
- Topic: Multiple Factorio Directories (API, Mod, or Suggestion?)
- Replies: 3
- Views: 3856
Multiple Factorio Directories (API, Mod, or Suggestion?)
To give an example, the new Minecraft Launcher lets you make profile that can run different versions and mods. Some mods in Factorio conflict and some people might want to try an older/experimental version without fear of losing saves, and making backups and disabling mods is tedious, so I would lik...
- Tue Jul 15, 2014 8:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 93063
Re: [MOD 0.10.x] Compression Chests: virtually unlimited sto
I like the disk drive idea. I'd also like a very expensive Molecular Assembly Chamber that can autocraft. No more long lines of assemblers. Maybe a high tier Wireless Access Terminal that can request things from the logistics system. Or an entire new system would practically be an Applied Energistic...
- Mon Jul 14, 2014 8:53 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89615
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
Now I can have one Train to carry all my ores with no smart inserters either!
- Sun Jul 13, 2014 11:30 pm
- Forum: Gameplay Help
- Topic: Best Modular Armor MKI Setup?
- Replies: 7
- Views: 15276
Re: Best Modular Armor MKI Setup?
That happens to be exactly what I use. Apparently the MKI isn't very good.Ranakastrasz wrote:I go with a fusion reactor, a standard exo suit equipment, 3 batteries, 3 shields (I think 2 mark 2s and 1 mark 1, can't recall the balance point) 3 batteries, and 7 solar cells.
- Sat Jul 12, 2014 8:55 pm
- Forum: Gameplay Help
- Topic: Best Modular Armor MKI Setup?
- Replies: 7
- Views: 15276
Best Modular Armor MKI Setup?
I have the MK 1 armor, and I'm a while from Mk2, so I wanted to know the best setup, in everyway.
- Thu Jul 10, 2014 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Underground layer for pipes and belts
- Replies: 8
- Views: 5111
Re: Underground layer for pipes and belts
An underground layer for pipes and belts wouldn't solve much. Sure, they wouldn't be in your way, but you'd still have problems with them connecting to each other. Sure, you could just resurface before a crossover, but then you would still have pipes and belts above ground everywhere, where they wer...
- Wed Jul 09, 2014 1:15 am
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38345
Re: Laser Turrent need upkeep
Why not just make laser turrets like 5x harder to craft and have less health. 20 Steel + 15 Processing Units + 15 Batteries + 40 Iron Plates = 1 Laser Turret. They can only be crafted in Assembly Machine Mark 3's and take 10 Time to craft. I don't think this is a good solution, this would just make...
- Tue Jul 08, 2014 9:03 pm
- Forum: Balancing
- Topic: Laser Turrets need upkeep
- Replies: 42
- Views: 38345
Re: Laser Turrent need upkeep
Why not just make laser turrets like 5x harder to craft and have less health.
20 Steel + 15 Processing Units + 15 Batteries + 40 Iron Plates = 1 Laser Turret. They can only be crafted in Assembly Machine Mark 3's and take 10 Time to craft.
20 Steel + 15 Processing Units + 15 Batteries + 40 Iron Plates = 1 Laser Turret. They can only be crafted in Assembly Machine Mark 3's and take 10 Time to craft.
- Tue Jul 08, 2014 8:57 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 133998
Re: Attacking biters with turrets makes all weapons pointles
I totally agree. But even smarter enemies would also help. very often they only need to destroy a single electric pole to disable all turrets, but they are just not smart enough. Then again, they are conscious-less mutants who run around on 4 legs. Making them smarter is like making them human. Don...
- Tue Jul 08, 2014 7:54 pm
- Forum: Gameplay Help
- Topic: The Console: What is it and How do I use it?
- Replies: 6
- Views: 17474
The Console: What is it and How do I use it?
I know that you press ~, but what can it do? I think it is some Lua programming thing but I'm not sure.
- Tue Jul 08, 2014 6:21 pm
- Forum: Gameplay Help
- Topic: How to Rename a Train Stop???
- Replies: 2
- Views: 2805
Re: How to Rename a Train Stop???
You'll need at least version 0.10.0 (preferably 0.10.1 if placing train stops via blueprint): This is from memory so please forgive any errors: - Left click the train stop to bring up its interface - There's a blank, unlabeled text field near the top of the train stop UI. Click inside the text fiel...
- Tue Jul 08, 2014 4:31 pm
- Forum: Gameplay Help
- Topic: How to Rename a Train Stop???
- Replies: 2
- Views: 2805
How to Rename a Train Stop???
I looked on the forum and wiki, and everything was about renaming a station the name of another station.
I would like step-by-step instructions on how to change the name of train stops.
I would like step-by-step instructions on how to change the name of train stops.
- Tue Jul 08, 2014 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Faster Player Crafting
- Replies: 19
- Views: 6431
Faster Player Crafting
The player crafts quite slowly compared to higher tier autocrafting, and there should be research that speeds up the player's crafting. Player Crafting I: +25& crafting speed, Player Crafting II: +25% crafting speed. Total of +50% crafting speed from both research. Or it could be an assembler un...
- Tue Jul 08, 2014 1:45 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11288
Re: Blueprint catalogue (instead of putting BPs in inventory
I posted something quite similar...
https://forums.factorio.com/forum/vie ... f=6&t=4652
https://forums.factorio.com/forum/vie ... f=6&t=4652
- Tue Jul 08, 2014 12:50 am
- Forum: Ideas and Suggestions
- Topic: Smarter Trains βΈ
- Replies: 7
- Views: 20805
Smarter Trains βΈ
I don't really want or like to spend time figuring out how long my trains should have to wait at a station. I would like a filter or two to tell the train when to start/stop. For instance, if the train has > = < amount of x, then train goes to next station. Or, if Cargo Wagon 1/2/3/4 is empty, then ...