Search found 2125 matches
- Thu Dec 24, 2020 3:27 am
- Forum: Ideas and Suggestions
- Topic: Blueprint cable removal on placement
- Replies: 3
- Views: 1194
Re: Blueprint cable removal on placement
Blueprint saving copper cables? As in how copper cables, red and green cables are annoyingly inconstant because they cost resources if you put them in manually, but free if the blueprint does them? I still think that it should just be a tool, instead of consuming an item. Power lines already have ca...
- Thu Dec 24, 2020 12:58 am
- Forum: Ideas and Suggestions
- Topic: Blueprint cable removal on placement
- Replies: 3
- Views: 1194
Blueprint cable removal on placement
TL;DR Allow placement of blueprints to remove the missing cable connections on the existing setup. What ? When you place a blueprint down, any cable connections that are missing, but are in the blueprint, are added to the setup. I would like the inverse of this to be the case as well, removing any ...
- Mon Dec 21, 2020 10:24 pm
- Forum: Balancing
- Topic: 7 Slots for Spaceship
- Replies: 2
- Views: 1934
Re: 7 Slots for Spaceship
Heh. There was a mod that had a few ex-nihlo generators, chests, assemblers, and a science lab scattered about appearing as chucks of the crashed ship. Honestly a more interesting start than just a bunch of random components, fire, and a massive but low capacity chest. Railcars still do a better job...
- Mon Nov 30, 2020 7:28 pm
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8535
Re: Chain signals are overused
If i design my own intersection or whatever, the rules that i constantly whisper to myself is. Signal- you can enter and wait, and nobody will mind. Chain- if you enter, you must be able to leave immediately. Past that, i try and subdivide as much as feasible so as to imitate what you can do with a ...
- Mon Nov 23, 2020 11:46 pm
- Forum: Balancing
- Topic: Better Nerf the Fish
- Replies: 16
- Views: 6893
Re: Better Nerf the Fish
Eh, i watched a deathworld island video where they had to constantly switch between the two. But it IS a degenerate case, so is only rarely an issue. Still, in a situation where you need maximum dps and tech/resources are severely limited, i apperantly can matter https://m.youtube.com/watch?v=66wFVN...
- Mon Nov 23, 2020 10:11 pm
- Forum: Balancing
- Topic: Better Nerf the Fish
- Replies: 16
- Views: 6893
Re: Better Nerf the Fish
Fish conflict with grenades and other capsules, which means that if you are healing, you have significantly lower dps.
- Mon Nov 23, 2020 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2621
Re: Don't allow players to see servers they are unable to join.
Ah, that makes more sense. Although you can already get the usernames from joining the game, and there aren't alieses. Not sure if this forum uses the same login info as the game, been a few years since I registered, but I would imagine getting usernames is pretty trivial. I would followup with havi...
- Mon Nov 23, 2020 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2621
Re: Don't allow players to see servers they are unable to join.
I doubt downloading extra data is a problem. You already have a modlist, which is probably just a list of strings, and you don't have to join to get that.
- Sun Nov 22, 2020 1:48 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 271464
Re: [0.17+] Space Exploration WIP
Is the evofactor universal or per planet? I want to play this, but last time, we got completely overrun a short time after getting into space. Normally the techs to deal with that were available, but space science was still being experimented with. The descriptions suggest that game settings only ap...
- Sun Oct 25, 2020 8:19 pm
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 17933
- Sun Oct 25, 2020 7:10 pm
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 17933
Re: Lube-Only-Production
The beacons are probably there to cocunonsume power, so as to use up the extra solid fuel. That is my guess at least.
- Sat Oct 24, 2020 1:15 am
- Forum: Show your Creations
- Topic: My First Megabase
- Replies: 1
- Views: 2027
My First Megabase
Me and my friend, Lorieslater, have finally managed what is almost, but not quite, a megabase. It isn't quite finished, in the sense that it only managed around 900/minute, but that turns out to have been because of a lack of stone, which would have been a trivial fix, but we were getting sick of th...
- Sat Sep 05, 2020 10:27 pm
- Forum: Ideas and Suggestions
- Topic: let refineries/chemplants/boiler be fastreplaceable with itself
- Replies: 5
- Views: 969
Re: let refineries/chemplants/boiler be fastreplaceable with itself
Do you mean being able to, say, build a refinery on top of a refinery to rotate it, such that it matches your cursor's rotation, similar to how belts work now?
I doubt he meant let you fast replace those building types with each other, it is a suggesion for each of those individually.
I doubt he meant let you fast replace those building types with each other, it is a suggesion for each of those individually.
- Tue Aug 25, 2020 2:12 pm
- Forum: Outdated/Not implemented
- Topic: Robots should self destruct if no power for too long
- Replies: 14
- Views: 4018
Re: Robots should self destruct if no power for too long
Would cause other problems, like the U-Shaped roboport networks. Admittedly, in that case the issue is more the AI beings computationally cheap and stupid as a resulT. Instead of crashing, going to another roboport would also work, as would having an indicator as to how many are out, like combat rob...
- Sun Aug 23, 2020 3:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toggle Belt Immunity shortcut
- Replies: 13
- Views: 4463
Re: [0.17.4] Toggle Belt Immunity shortcut
I still think belt immunity should just be a default toggle, or default function. If you stand on a belt, your character will automatically walk in the opposute direction, and the exact sperd to counteract the movement, no module required. Except for maybe blue belts, which would probably still push...
- Thu Jul 23, 2020 7:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Playing on the net of a cube.
- Replies: 6
- Views: 1965
Re: Playing on the net of a cube.
The only thing that jumps out at me is that trains would probably explode from the transition and probably can't be properly teleported with train AI. Aside from that and the borders between squares, a non-linear simulation should be at least plausable. I would suggest only allowing a limited number...
- Tue Jul 21, 2020 2:06 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 14088
Re: A critique of Factorio’s power generation systems
Certainly something like that. Obviously 'fun' is different for different folks! I just think it's very overlooked - apart from poles I'm not sure it's been updated since the dark ages. I have no LUA experience but would be happy to devote some time to help develop a mod. Unfortunately it is not po...
- Mon Jul 20, 2020 11:25 pm
- Forum: Outdated/Not implemented
- Topic: Change the name of "steel plate" to "iron beam"
- Replies: 21
- Views: 5784
Re: Rename "steel plate" to "steel beam"
Changing the internal name shouldn't be a huge deal, seeing as I still clearly remember when "Basic" got snipped off of a ton of things, since there wasnt exactly advanced versions to compare them to. Broke lots of mods, but migration meant saved games still worked.
- Fri Jul 17, 2020 10:11 pm
- Forum: Spread the Word
- Topic: A chance encounter
- Replies: 4
- Views: 3987
Re: A chance encounter
Not sure where I learned about it, but my guess would be the Minecraft Industrialcraft forum. Or maybe searching for games like minecraft. It has been a while.
- Thu Jul 16, 2020 9:30 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 14088
Re: A critique of Factorio’s power generation systems
I remember being disappointed with the reactor system when it was added. Mainly because it had hints of the Industrialcraft reactors, which were very complex and detailed, with a number of tradeoffs. The reactors we got were much less interesting. But, they worked, and could replace massive solar fi...