Search found 86 matches
- Tue May 17, 2016 10:22 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9212
Re: holding z should continually drop items
For lack of any ingame mechanic to do so, you could probably rig up an AutoHotKey script to turbo-press Z for you when you hold it down.
- Tue May 17, 2016 10:19 am
- Forum: Technical Help
- Topic: buying the game
- Replies: 14
- Views: 2997
Re: buying the game
Wobbly Steam is more a problem then solution for the end customer. Not only support direct buy from the developers site the Factorio developers commercially by cutting out the middlemen, also keeps one save but not unnecessary sprinkling personal data around and there is no need for a separate inst...
- Tue May 17, 2016 10:08 am
- Forum: Ideas and Suggestions
- Topic: Start from scratch
- Replies: 5
- Views: 1903
Re: Start from scratch
Well, you could implement some destroyed bases ("ruins") in the random world generator, so the world wont seem so empty. The planet isn't supposed to have anything on it but nature and natives, though, it's the whole point. One guy with a massive factory against the whole rest of the natu...
- Mon May 16, 2016 8:38 am
- Forum: Gameplay Help
- Topic: Help, Something is ailing my rail lines!
- Replies: 13
- Views: 4697
Re: Help, Something is ailing my rail lines!
YES!!! https://youtu.be/SHvp2xE4guY Thank you very much Sean Mirrsen. Not everyone appreciates having their username shouted out so I thought I'd ask first. Might I include a thank you to you in my video's description when it's finished? Eh, sure, why not. :) Though it has a particular pronunciatio...
- Mon May 16, 2016 7:04 am
- Forum: Gameplay Help
- Topic: Help, Something is ailing my rail lines!
- Replies: 13
- Views: 4697
Re: Help, Something is ailing my rail lines!
I'm not an expert on trains, but from various mistakes I've been making when setting up my own tracks, I might be able to help. Generally, two-way tracks require setting up two-way signals - that is, one on each side of the track. Also, you have all chain signals with no regular signals anywhere. Th...
- Sun May 15, 2016 6:58 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 56469
Re: [0.12.29] Starting in the middle of an ocean
In the interim, I'd perhaps just like our character guy to be able to swim...
- Sun May 15, 2016 11:02 am
- Forum: General discussion
- Topic: Steam summer sale and factorio
- Replies: 52
- Views: 77499
Re: Steam summer sale and factorio
It isn't about visibility or sales, its about respecting the players who have already purchased the game. We don't want to reward the people who hold off on buying the game, the game is a price we find reasonable, and this is the deal. If you think it is priced too high, then it is your choice to n...
- Sun May 15, 2016 6:01 am
- Forum: Ideas and Suggestions
- Topic: Another approach to Cable Resistance (with fluid network)
- Replies: 27
- Views: 10402
Re: Electric energy loss due per distance
On the surface, this wouldn't be that mechanically difficult - just decrease the power supplied by a given power pole by a percentage based on how many "jumps" the power pole is away from the nearest power provider. So, the huge steel power towers make for less power loss over distance bec...
- Sun May 15, 2016 5:52 am
- Forum: Ideas and Suggestions
- Topic: Reconfigurable inserters
- Replies: 3
- Views: 1080
Re: Reconfigurable inserters
There is a mod for that.
And in all honesty, custom inserters would detract from the game, in my opinion. A big part of what makes this game feel like an awesome dynamic puzzle is that you have to construct your factories out of a number of simple, fundamentally limited tools.
And in all honesty, custom inserters would detract from the game, in my opinion. A big part of what makes this game feel like an awesome dynamic puzzle is that you have to construct your factories out of a number of simple, fundamentally limited tools.
- Sun May 15, 2016 4:46 am
- Forum: General discussion
- Topic: Steam summer sale and factorio
- Replies: 52
- Views: 77499
Re: Steam summer sale and factorio
I understand the position you're taking with this, but the yearly sales on Steam are typically great ways to advertise. Even a "sale" of like 5% off would allow you to get on the list of games on the front page, which is extra visibility. Of course, if you don't actually need the extra vis...
- Sat May 14, 2016 5:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Request for 2 way belt
- Replies: 9
- Views: 3169
Re: Request for 2 way belt
Trying to create a belt in the same tile as another belt by script always fails. Not sure if altering the collision boxes would change anything. And I've been wanting this kind of "eitherweyor belt" for various purposes, myself. But it's obviously a very niche concept, that won't work well...
- Sat May 14, 2016 1:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Depth mod
- Replies: 5
- Views: 7336
Re: Depth mod
The sentence structure reminds me of some really clever bots I saw on other forums. Basically a dynamic madlibs setup drawing from existing sentences on the subforum being posted in. Not saying OP is a bot, but I can't help but think it from looking at that second sentence... I approve any initiativ...
- Sat May 14, 2016 12:41 pm
- Forum: Ideas and Requests For Mods
- Topic: Request for Mod: "Early Blueprints"
- Replies: 7
- Views: 2037
Re: Request for Mod: "Early Blueprints"
Hm. You know, it could be a fun idea to try and make blueprints manually fillable. Click a blueprint ghost, and if you have the requisite item in the inventory you place it down. No robots needed.
...I will feel very silly if that's already how it works. >_>
...I will feel very silly if that's already how it works. >_>
- Thu May 12, 2016 2:41 pm
- Forum: Modding help
- Topic: Chemical Plant with a fixed recipe ?
- Replies: 6
- Views: 1789
Re: Chemical Plant with a fixed recipe ?
Well, it can have a fluidbox and can work with a recipe, and a recipe can include fluids, so on the most basic level I don't see why not.
Then again I also thought I could just give a lamp a "burner" type energy source like everything else, but that does not work, so...
Then again I also thought I could just give a lamp a "burner" type energy source like everything else, but that does not work, so...
- Tue May 10, 2016 12:49 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12418
Re: Gun turrets working without eletricity
Considerations like that is why I've started laying out the foundations for a mod of my own, Factorio Gaiden. More focus on in-universe consistency and lore, with large shifts in progression as a result. Making everything that isn't a burner require power (belts being the sole exception because I c...
- Tue May 10, 2016 12:01 pm
- Forum: Implemented Suggestions
- Topic: Fix/change train wagon size to be even number of squares
- Replies: 9
- Views: 2405
Re: Fix/change train wagon size to be even number of squares
That's not a lot, really. Buildings are all more or less correctly orthographic, they will just need to be offset. Belt graphics need a squish. Even things that do need a remade graphic - isn't everything in-game a prerendered 3D model anyway?
- Tue May 10, 2016 11:23 am
- Forum: Implemented Suggestions
- Topic: Fix/change train wagon size to be even number of squares
- Replies: 9
- Views: 2405
Re: Fix/change train wagon size to be even number of squares
It would have been the simplest solution, in my opinion. Keep the grid mechanically square, but squish the distances for display purposes. Unless there are many things in-engine that measure distances in pixels, it wouldn't even need any changes beyond the render functions (and, y'know. Any graphics...
- Tue May 10, 2016 10:04 am
- Forum: Implemented Suggestions
- Topic: Fix/change train wagon size to be even number of squares
- Replies: 9
- Views: 2405
Re: Fix/change train wagon size to be even number of squares
My preferred solution would have been to squash the onscreen grid visually so that it matches the projection. If that creates issues with visibility, just add the option to rotate the view in 90-degree increments - everything that needs to, already has graphics for every facing.
- Tue May 10, 2016 6:46 am
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12418
Re: Gun turrets working without eletricity
Considerations like that is why I've started laying out the foundations for a mod of my own, Factorio Gaiden. More focus on in-universe consistency and lore, with large shifts in progression as a result. Making everything that isn't a burner require power (belts being the sole exception because I ca...
- Sun May 08, 2016 7:20 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 27164
Re: Belt Corner Speed or .12 got it wrong
Would it not be much easier to slightly change the graphic of the belts to resemble roller belts? I.e. a series of rollers with a simple stripe and arrow image on each, so all of them rotating together creates the illusion of a moving image. It'd just be a slight shading change. Then items taking lo...