Search found 60 matches

by tonberrytoby
Sat Jun 08, 2013 6:11 pm
Forum: Gameplay Help
Topic: Help me figure out maps and the editor.
Replies: 3
Views: 7883

Help me figure out maps and the editor.

So, I tried to start a game but the map generator annoyed me. So I tried to modify a map. I generated a map from the map editor. With terrain features on very small and water on frequent, so that I will get some water nearby. I got maps like this generally: http://i.imgur.com/sNwZYsl.jpg Then I want...
by tonberrytoby
Sat Jun 08, 2013 2:12 pm
Forum: Releases
Topic: Version 0.5.0
Replies: 33
Views: 30176

Re: Version 0.5.0

So, I generated around 30 maps with the enemies set to rare and all resources set to frequent. It was impossible to reach all 4 resources from the starting place without fighting through enemy bases on all of the maps. Most of the maps had even rocket turrets. Could you please add an option to set a...
by tonberrytoby
Fri Jun 07, 2013 11:03 pm
Forum: Releases
Topic: Version 0.5.0
Replies: 33
Views: 30176

Re: Version 0.5.0

That changelog looks pretty much like the forum's wish list. Cool. The submenues for the crafting should get tooltips. Also the objects that are almost always used only as intermediate products, like circuits, should get their own submenu. The linux .tar.gz is broken: $ bin/i386/factorio /usr/share/...
by tonberrytoby
Sat May 25, 2013 7:44 pm
Forum: Modding help
Topic: Type of accumulator?
Replies: 5
Views: 3936

Re: Type of accumulator?

The high power accumulator could be the classic SMES.
A superconducting coil that can store lots of power.

Early models of that exist already in RL. They are just too expensive to operate practically, because superconductors.
by tonberrytoby
Wed May 22, 2013 4:27 pm
Forum: Ideas and Suggestions
Topic: Some ideas for more usefull trains.
Replies: 21
Views: 21094

Re: Some ideas for more usefull trains.

Accumulator Trains are in fact fairly common. They are generally used as maintenance vehicles for subways or mines. http://www.muenchnerubahn.de/bild/gross/8952_9999_1.jpg In the 40s there were even some designs of Trains that used a diesel engine most of the time, but could turn on an accumulator d...
by tonberrytoby
Wed May 15, 2013 6:13 pm
Forum: Ideas and Suggestions
Topic: Redundant elecrtical poles.
Replies: 9
Views: 15507

Re: Redundant elecrtical poles.

Can't you make those autoconnect if they can, or allow redundant networks. You can use copper wire in the same way as you use red/green wire to connect poles to form redundant networks. You lose the copper (you don't get it back when you mine the poles) and it's annoying, but it's possible. I agree...
by tonberrytoby
Wed May 15, 2013 5:17 pm
Forum: Ideas and Suggestions
Topic: Redundant elecrtical poles.
Replies: 9
Views: 15507

Redundant elecrtical poles.

I really hate it when I move pole a few steps and disconnect half my base while doing that. Especially when I don't notice that the base is disconnect as it still has a few minutes of batteries left. I hate it even more if to reconnect them I just have to pick up and set down in the same place an el...
by tonberrytoby
Wed May 15, 2013 5:11 pm
Forum: Gameplay Help
Topic: Things that are explained badly in the tutorial.
Replies: 2
Views: 6674

Re: Things that are explained badly in the tutorial.

One more thing Smart Inserters . At least in the newest version you can notice in the interface that you are supposed to connect something. but you still probably need to use the wiki to find out even the basics of how that works. And the wiki also doesn't explain correctly how you should hook up th...
by tonberrytoby
Tue May 14, 2013 2:57 pm
Forum: Gameplay Help
Topic: Things that are explained badly in the tutorial.
Replies: 2
Views: 6674

Things that are explained badly in the tutorial.

I am trying to give you a list of things, that are not made clear enough in the tutorial. Some of this are things that confused me when I started, some of them are things that popped up when I tried to introduce the game to friend of mine. So: Research : It isn't really clear that you need a set of ...
by tonberrytoby
Tue May 14, 2013 2:34 pm
Forum: Ideas and Suggestions
Topic: Some ideas for more usefull trains.
Replies: 21
Views: 21094

Re: Some ideas for more usefull trains.

ssilk wrote:Electrified tracks should act exactly like simple power lines.
That is what I meant.
by tonberrytoby
Mon May 13, 2013 6:32 pm
Forum: Ideas and Suggestions
Topic: Steam
Replies: 13
Views: 17659

Re: Steam

I do like the idea of having superheated steam. Not in a way that changes anything, but giving you an idea of the leftover capacity of your turbine system. Right now you see 100 degrees at your last engine no matter if you use 99% or 1 % of your available steam heat. If steam can have over 100 degre...
by tonberrytoby
Mon May 13, 2013 6:28 pm
Forum: Ideas and Suggestions
Topic: Some ideas for more usefull trains.
Replies: 21
Views: 21094

Some ideas for more usefull trains.

Currently I see absolutely no advantage to using trains over belts or saucers. One thing that might at least make trains better than saucer would be to have Turrets on them. You load a turret car, or maybe even any car full of bullets. And then it defends the train from creepers. Another idea would ...
by tonberrytoby
Sun May 12, 2013 9:56 am
Forum: Spread the Word
Topic: YouTube Commentors
Replies: 26
Views: 24946

Re: YouTube Commentors

I discovered the game through the thread on SA: http://forums.somethingawful.com/showthread.php?threadid=3533684 But I do think the game is not well suited to be LPed. Especially in goon style. You probably never will see an LP there. Even after release. FTL and Minecraft also never go LPed there. T...
by tonberrytoby
Fri May 10, 2013 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.4.1] Logistics Robots ignore some Provider Chests.
Replies: 1
Views: 1827

[0.4.1] Logistics Robots ignore some Provider Chests.

I found out that my swarm of Robots ignores some of my Provider Chests when I place them over other chest. Steps to reproduce: 1) Build and fill a requester chest. 2) Replace it in place with a Provider Chest. Like you do when you want to deconstruct it and don't want to empty it manually. 3) Robots...
by tonberrytoby
Fri May 10, 2013 6:39 pm
Forum: Ideas and Suggestions
Topic: Easier Movement?
Replies: 19
Views: 18906

Re: Easier Movement?

I am glad it works how it works, so I want to note that there also exits players who dislike mouses instead. Building while running works really well, it doesn't feel like multitasking at all. To sum up - I really like it in the current state. pressing WASD and nearby keys should be IMO ok on any s...
by tonberrytoby
Fri May 10, 2013 6:34 pm
Forum: Gameplay Help
Topic: Belt Turns and Splitter problems.
Replies: 5
Views: 11183

Re: Belt Turns and Splitter problems.

what value did u change and in which file? i would be interested in that too. these slow spliters really are a pain.. --- factorio_base/data/base/prototypes/entity/entities.lua 2013-05-06 13:12:34.000000000 +0200 +++ factorio/data/base/prototypes/entity/entities.lua 2013-05-10 19:04:06.570808302 +0...
by tonberrytoby
Fri May 10, 2013 5:33 pm
Forum: Gameplay Help
Topic: Belt Turns and Splitter problems.
Replies: 5
Views: 11183

Re: Belt Turns and Splitter problems.

I did go into the data files, and increased the speed of the splitter from normal to express (0.03 to 0.09). It fixed most of my problems. Makes merging and splitting a lot easier.
by tonberrytoby
Fri May 10, 2013 2:39 pm
Forum: Gameplay Help
Topic: Belt Turns and Splitter problems.
Replies: 5
Views: 11183

Belt Turns and Splitter problems.

I think we really need an High speed splitter. And some sort of lane Splitter/Merger. If I want to move a lane to the different lane, it basically only works on slow belts. You can't saturate a red belt. http://i.imgur.com/shVNGQB.png You can even try to split it but it doesn't work. You need 3 spli...
by tonberrytoby
Fri May 10, 2013 2:17 pm
Forum: Ideas and Suggestions
Topic: Easier Movement?
Replies: 19
Views: 18906

Re: Easier Movement?

I like the squeezing in the new version. :) Now another idea: How about making and autopickup toggle. Picking up large fields of stuff like after an inventory explosion is quite annoying when you have to hold down the F key all the time. About that mouse movement. Like in MMOs or nethack. I tried to...
by tonberrytoby
Wed Apr 17, 2013 5:31 pm
Forum: Ideas and Suggestions
Topic: Easier Movement?
Replies: 19
Views: 18906

Easier Movement?

For me it becomes very annoying how I have to always move my character when I have to do something. Maybe the character should move if you click outside of his range. So when the message comes that I need to get closer to build something the character should auto-move close enough. Also, a jump abil...

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