Search found 207 matches
- Fri Apr 24, 2015 3:13 pm
- Forum: Gameplay Help
- Topic: Logistic Networks!
- Replies: 24
- Views: 7846
Re: Logistic Networks!
What I do is have green smart inserters taking stuff out of assemblers and placing it in purple active provider chests. I limit how many items I produce by setting the green inserter's logistics condition. Then I create an area with yellow storage chests. If I need anything I request it and bots bri...
- Fri Apr 17, 2015 8:50 pm
- Forum: Ideas and Suggestions
- Topic: S-shaped rails!
- Replies: 7
- Views: 4506
Re: S-shaped rails!
For the record I never liked the 4 tile gap, so I just started building them next to each other when vertical or horizontal. When placing diagonals I leave a two tile gap between them. My signals and poles go on the outside and I'm quite happy with the look. I do wish I had an S-track 8 tiles by 4 t...
- Mon Apr 13, 2015 1:32 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 66484
Re: Can the player be killed by train? (Train kills?!)
make it so the tone of the whistle post can be modified and we could make musical railways
- Fri Apr 10, 2015 7:49 pm
- Forum: Gameplay Help
- Topic: Is there a safe way to cross train tracks?
- Replies: 5
- Views: 3711
- Wed Apr 08, 2015 1:58 pm
- Forum: Mods
- Topic: [0.11.19] RoadTrain MOD (aka Trailers)
- Replies: 13
- Views: 20742
Re: [0.11.19] RoadTrain MOD (aka Trailers)
You should get in touch with Yuoki, he's made some excellent graphics for his own mods as well as a few for other mods, he even created some graphics for flyers and left it up to others to implement them as a mod.
- Mon Apr 06, 2015 1:22 pm
- Forum: News
- Topic: Friday Facts #80 - Crazy start
- Replies: 49
- Views: 38743
Re: Friday Facts #80 - Crazy start
How about having the rocket start to nose towards the player with it eventually flying right at us head on, getting larger and larger
- Mon Mar 30, 2015 2:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Zeppelins!
- Replies: 13
- Views: 10987
Re: [Request] Zeppelins!
Fabric could be synthetic but then oil industry would be a prereq
- Mon Mar 30, 2015 2:55 pm
- Forum: Ideas and Requests For Mods
- Topic: Corner "splitter"
- Replies: 8
- Views: 4633
Re: Corner "splitter"
Already exists but they are really tough to get. Each type (basic, fast, and express) will use 2 inventory slots and to be able to lay them down you need to have an active construction network. Theres a mod out there already that makes it so you don't need a construction network but you'll have to h...
- Mon Mar 30, 2015 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Fluid System Changes
- Replies: 18
- Views: 10839
Re: Factorio Fluid System Changes
Again its merely for illustrative purposes call it a flux capacitor and use garbage for fuel... My point is Factorio is a game. I think we spend a lot of time in ideas and suggestions forum trying to make a simulator and hoping that the simulation turns out to be fun. Factorio is a game not a simula...
- Fri Mar 27, 2015 2:13 am
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22402
Re: allow replacing belts with splitters ☸
A quick replace of the belt and underground belt would work just leave whatever is in the middle alone
- Fri Mar 27, 2015 2:11 am
- Forum: Ideas and Suggestions
- Topic: Factorio Fluid System Changes
- Replies: 18
- Views: 10839
Re: Factorio Fluid System Changes
That wasn't meant as anything but an example to illustrate what I meant by an unbalanced system and why it would bring new challenges to game play. I leave implementation to people who know the actual code of the game better than I
- Thu Mar 26, 2015 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Fluid System Changes
- Replies: 18
- Views: 10839
Re: Factorio Fluid System Changes
I've been trying to start with the gameplay and work my way back to these cool power plants. Unbalanced system A system where its not possible to balance inputs and outputs passively. New challenge: the system is always moving from one state to another. Its ideal mode of operation lies somewhere bet...
- Thu Mar 26, 2015 6:47 pm
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22402
Re: allow replacing belts with splitters ☸
watch out with auto removing between underground belts...lots of people use them to span assemblers. The times where I would want stuff auto-removed vs times I wouldn't want it feels like its 50/50
- Thu Mar 26, 2015 3:38 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Fluid System Changes
- Replies: 18
- Views: 10839
Re: Factorio Fluid System Changes
tldr; What, if any, new gameplay/challenges does this system bring to factorio? (directed at the whole post in general not just the previous one) IMHO This is complexity for the sake of complexity because all these turbines, condensers, pressures, and what not are still a system that reaches an equi...
- Thu Mar 26, 2015 2:28 pm
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 48726
Re: Version 0.11.19
Very good point about keeping these things as various options or rules that players can decide to use or not before starting a game. Maybe make it so that these things can only be changed via mods...that way the devs get to guarantee a certain experience and people who need a different set of rules ...
- Wed Mar 25, 2015 3:56 pm
- Forum: Mods
- Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
- Replies: 53
- Views: 39715
Re: [MOD 0.11.16+] Logistics Wagons 0.2.3
Sorry must have been put there by me when I was trying to troubleshoot, my bad I spoke too quickly. I should have actually done a fresh download and confirmed it was there in your version before reporting but I was afraid I'd forget.
- Tue Mar 24, 2015 1:32 pm
- Forum: Outdated/Not implemented
- Topic: Assign Near/Far (or Left/Right) on Inserter ☸
- Replies: 20
- Views: 20339
Re: Assign Near/Far (or Left/Right) on Inserter
lol its so easy to track when a new batch of people buy this game
- Sat Mar 21, 2015 8:48 pm
- Forum: Mods
- Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
- Replies: 53
- Views: 39715
Re: [MOD 0.11.16+] Logistics Wagons 0.2.3
Disregard this it was due to my own butterfingers
Found typo on line 125 of proxywagon.lua "prwoxy" should be "proxy"
Found typo on line 125 of proxywagon.lua "prwoxy" should be "proxy"
- Fri Mar 20, 2015 5:30 pm
- Forum: Implemented mod requests
- Topic: Updater for mods
- Replies: 3
- Views: 4594
Re: Updater for mods
I hope Ssilk come along to move your thread to the ideas and suggestions thread cause I really like this idea and think it would deserve to be in the base game.
- Mon Mar 16, 2015 1:54 pm
- Forum: Implemented Suggestions
- Topic: Simple way to greatly improve trains
- Replies: 11
- Views: 5883
Re: Simple way to greatly improve trains
In the meantime Smart Trains mod implements this and more