Search found 253 matches

by MalcolmCooks
Sat Dec 10, 2016 2:52 pm
Forum: Implemented Suggestions
Topic: Terrain elevation, hills and mountains with fake cliffs
Replies: 67
Views: 67654

Re: Terrain elevation, hills and mountains with fake cliffs

I'm really split on this to be honest. One the one hand, this mockup looks incredible and I can really see it adding a lot to the game. That small scale of cliffs I think actually fits pretty well with Factorio. A train tunnel should only be able to fit on TWO cliffs though, so maybe it should be po...
by MalcolmCooks
Fri Dec 09, 2016 8:01 pm
Forum: General discussion
Topic: Who is the player character?
Replies: 54
Views: 18053

Re: What's the player's name?

I think it's not so much what his name is, as that is decided by the player. It's more like his "title" sort of. Kind of like fallout has "Vault Dweller", "Courier", "Lone Wanderer", and "Sole Survivor" as it's protagonists. I usually call him "...
by MalcolmCooks
Fri Dec 09, 2016 7:44 pm
Forum: Ideas and Suggestions
Topic: All players, bots and vehicles should update radar intel
Replies: 37
Views: 7363

Re: All players, bots and vehicles should update radar intel

yes that's exactly what I do, it's far from being a "nightmare"
by MalcolmCooks
Fri Dec 09, 2016 11:32 am
Forum: Gameplay Help
Topic: Defending Train Lines and Biter Expansion
Replies: 4
Views: 4475

Re: Defending Train Lines and Biter Expansion

It takes less or equal resources to encapsulate square area than encapsulating only tracks. yeah this is a point when it becomes neccessary to defend your rail lines, if you try to line all your tracks with walls and turrets you will go crazy instead like Hannu says you should seek to claim large a...
by MalcolmCooks
Fri Dec 09, 2016 2:00 am
Forum: Gameplay Help
Topic: How do you make a diode setup / 1 way power
Replies: 9
Views: 10062

Re: How do you make a diode setup / 1 way power

this may work: https://wiki.factorio.com/Accumulator#I ... r_Networks

it should ensure that the power generated in your outpost is prioritised to the outpost before being sent into the main grid.
by MalcolmCooks
Fri Dec 09, 2016 1:46 am
Forum: Gameplay Help
Topic: Defending Train Lines and Biter Expansion
Replies: 4
Views: 4475

Re: Defending Train Lines and Biter Expansion

imo it's not worth defending all your train lines. If you try to align them so that everything on the line is in the same chunk then you can reduce the chance that biters will try to set up a nest on your rail line. Or, route your railways through areas where biters won't set up nests. In the event ...
by MalcolmCooks
Thu Dec 08, 2016 9:17 pm
Forum: Gameplay Help
Topic: multi track Train station
Replies: 2
Views: 2412

Re: multi track Train station

see this topic: viewtopic.php?f=18&t=34321

I think that your problem is the same as this one - trains choose a station and then wait until it is free, and won't look for a different path. I think the solution is the same too.
by MalcolmCooks
Thu Dec 08, 2016 8:08 pm
Forum: Off topic
Topic: How did you discover Factorio?
Replies: 69
Views: 69780

Re: How did you discover Factorio?

Interestingly enough from it's TV Tropes page: http://tvtropes.org/pmwiki/pmwiki.php/Videogame/Factorio It was listen as an example in a few articles about video game tropes which I was reading, and it sounded interesting so I read through it's page... liked the concept so much that I went and tried...
by MalcolmCooks
Wed Dec 07, 2016 4:53 pm
Forum: Ideas and Requests For Mods
Topic: [FULFILLED] Mod to increase pollution spread
Replies: 8
Views: 2968

Re: [REQUEST] Mod to increase pollution spread

Well, I don't want to increase the amount of pollution because I don't want to increase the rate at which the evolution factor increases, which as I understand is based on the total amount of pollution you have created, and not what has actually been absorbed by spawners. It would be pretty easy jus...
by MalcolmCooks
Wed Dec 07, 2016 3:58 pm
Forum: Ideas and Suggestions
Topic: All players, bots and vehicles should update radar intel
Replies: 37
Views: 7363

Re: All players, bots and vehicles should update radar intel

Again I have to disagree. The radar's field-of-view is an invaluable tool. You don't need to have bots and trains chart chunks because you can already do it by having radar coverage. I find it difficult to believe that the case of a bot flying so far outside of your base that it encounters a nest yo...
by MalcolmCooks
Wed Dec 07, 2016 3:11 am
Forum: Resource Spawner Overhaul
Topic: Effective exploration with RSO mod
Replies: 4
Views: 3013

Effective exploration with RSO mod

So..... with RSO mod exploring large areas is pretty crucial. For me it is the main factor which slows down my games (not that I'm complaining, mind you - I wouldn't have set it up this way if I didn't like it :lol: ). Anyway I usually set up radar bases every 29 chunks, 4 radars on each which is pr...
by MalcolmCooks
Tue Dec 06, 2016 10:59 pm
Forum: General discussion
Topic: What is your favorite part of the game, and why?
Replies: 16
Views: 6130

Re: What is your favorite part of the game, and why?

When my 100% steam power system fails. Why?
Because I have designed it in such a way that when it fails, it can bootstrap itself back up to 100% power production by itself, even from a state of total power loss. I think it is amazing to watch this happen.
by MalcolmCooks
Tue Dec 06, 2016 10:12 pm
Forum: Ideas and Suggestions
Topic: Better vehicle camera - panning ahead depending on speed
Replies: 4
Views: 1756

Better vehicle camera - panning ahead depending on speed

Here's the problem: When driving around in the car, it goes fast enough that you need to see quite far ahead, so I zoom the camera out a lot. Especially when travelling to the right or downwards because then the gui blocks some of the land ahead. But at that scale, dead trees and sometimes small roc...
by MalcolmCooks
Tue Dec 06, 2016 9:21 pm
Forum: Ideas and Suggestions
Topic: Stacked Hand Crafting
Replies: 5
Views: 1316

Re: Stacked Hand Crafting

well you can change the behaviour by changing how you add items to the queue. 5 at a time usually works well for when you want to make a lot of things and place them immediately.
by MalcolmCooks
Tue Dec 06, 2016 8:53 pm
Forum: Ideas and Suggestions
Topic: Stacked Hand Crafting
Replies: 5
Views: 1316

Re: Stacked Hand Crafting

So if you want to do that why don't you craft just iron-gear, belt, iron-gear, belt...? because when you want to craft 300 belts you would have to click 300 times or to craft in groups of 5, click 60 times instead of just being able to click once that being said, I think the difficulty and time you...
by MalcolmCooks
Tue Dec 06, 2016 7:23 pm
Forum: Ideas and Suggestions
Topic: Cylindrical / spherical / torus maps
Replies: 34
Views: 9505

Re: Cylindrical / spherical / torus maps

Okay, I see how that would work, but I think that behaviour would be confusing.
by MalcolmCooks
Mon Dec 05, 2016 3:56 pm
Forum: Ideas and Suggestions
Topic: Cylindrical / spherical / torus maps
Replies: 34
Views: 9505

Re: Cylindrical / spherical / torus maps

It's not just that, there is no way that you can represent the surface of a sphere with a square grid and have it make sense. You will end up with grid lines that should be parrallel meeting each other at right angles. That's why torus-shaped worlds are so ubiquitous in video games; they can be perf...
by MalcolmCooks
Mon Dec 05, 2016 4:00 am
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 56233

Re: Funny map generation results

your factory is now invincible from biter attack :)
by MalcolmCooks
Mon Dec 05, 2016 1:59 am
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80761

Re: Trains vs conveyors?

trains vs belts is an issue decided by the world generation, and not inherent to the systems themselves. there is no question that trains are better for high throughput and high speed of travel over long distances, the "balance" issue where trains are not useful in some worlds is because o...

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