Search found 131 matches
- Tue Apr 01, 2014 5:26 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 50712
Re: Tech (production) tree / Factory plan
This is very usefull. Thank YOU!
- Tue Apr 01, 2014 12:39 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64302
Re: F to flip blueprint
+1. It's simple enought to implement (IMO) and usefull. I have to blueprint both sides of a belt each separated now, with this it would be only 1 part, and it's mirror
- Tue Apr 01, 2014 12:37 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11283
Re: Blueprint catalogue (instead of putting BPs in inventory
First of all, let me congratulate on the awesomeness of Factorio - I can't remember staying up all night playing games (except for some LAN parties in my teen years), and this had me hooked for 12 hours straight when I first got it. :o I hope this is not something that was already discussed, but th...
- Tue Apr 01, 2014 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Wall-related suggestions
- Replies: 12
- Views: 4711
Re: Wall-related suggestions
I don't think when you repair that walls should take only 1 space in inv. I like that every wall is a separate entity depending the HP, but i think you should be able to "merge" 2 broken walls into 1 with their convined HP. That would make sense for walls, but for some expensive buildings...
- Mon Mar 31, 2014 11:39 am
- Forum: Ideas and Suggestions
- Topic: Wall-related suggestions
- Replies: 12
- Views: 4711
Re: Wall-related suggestions
I agree. I think that walls should change their color or background color to determine the HP they have. I know it will not be so pretty, but it will be functional... The sprite of the wall needs also a change of face... it doesn't look AS good as the other new grafics! :) I don't think when you rep...
- Mon Mar 31, 2014 11:33 am
- Forum: Ideas and Suggestions
- Topic: Tactical Biters
- Replies: 12
- Views: 4531
Re: Tactical Biters
It may be because I set low starting area size. That may be important. I think this is what made the differance between us, maybe I'll try that out some time. Altough a desert start with rich and frequent biters could be nice too. Starting area is the setting that IMO, changes difficulty rating the...
- Fri Mar 28, 2014 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Save screen/window size
- Replies: 5
- Views: 2937
Re: Save screen/window size
Yup, nice idea
+1
+1
- Fri Mar 28, 2014 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Chest-on-a-belt
- Replies: 24
- Views: 15039
Re: Chest-on-a-belt
I usually fill only 1 chest with 1 entire train (3 waggons). Hu? How? And why?? ... Easy!! Trains Carry up to 15 Stacks Smart Chests can fit 48 stacks. 15*3=45 and 3 stacks left empty. TRAIN CAPACITY :roll: (priest here) :roll: IS TOO DAMN LOW This makes it impossible to use 1-way rails... Sorry, u...
- Fri Mar 28, 2014 11:48 am
- Forum: Ideas and Suggestions
- Topic: Tactical Biters
- Replies: 12
- Views: 4531
Re: Tactical Biters
The problem with the whole blinding the player is that it adds a lot of tedium and manual agency in a game that already has too much of both. Running around is already as rewarding as it needs to - player is the only entity that can reliably kite, instantly replace masses of buildings, pick up tons...
- Fri Mar 28, 2014 11:19 am
- Forum: Ideas and Suggestions
- Topic: Alphabetic letter production
- Replies: 5
- Views: 4056
Re: Alphabetic letter production
Yes, right: producing letters. - sense: none. - show-effect: gigantic - fun: lol You can produce 26 letters and the factorio wheel, which is rotating, when powered, after researching typewriting. You can place them on ground like any other item. They need a space of - let's say - 2x3. Then you can ...
- Fri Mar 28, 2014 11:09 am
- Forum: Gameplay Help
- Topic: Multiples of Equipment
- Replies: 5
- Views: 3611
Re: Multiples of Equipment
Can't Wait to "Personal Lasser Defense Mk 3" and "Personal Nukes Mk. 3" xDkovarex wrote:We were supposed to add 2-3 versions of everything including lasers, it just wasn't finished, so it is the main reason why it isn't very effective.
- Fri Mar 28, 2014 11:07 am
- Forum: General discussion
- Topic: The reason I won't be the President
- Replies: 10
- Views: 4463
Re: The reason I won't be the President
Huh? If you did it properly, they cannot await to visit your beatiful creations. But they are a bit clumsy and might break something. ;) Yea and they also attract lasers :) I Loled with both answers. But I disagree... Bitters in my Base are quite carefull and they seem always tired!!! :( They don't...
- Thu Mar 27, 2014 2:00 pm
- Forum: Ideas and Suggestions
- Topic: liquid robots
- Replies: 7
- Views: 4820
Re: liquid robots
it should have a requestertank and providertank and maybe a storage tank but you could make that with a requestertank, normal tank and providertank you can already do this with an assembler 2, a tank. two inserters and two chests. this is in regards to curde oil. i would love being able to put petr...
- Thu Mar 27, 2014 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Chest-on-a-belt
- Replies: 24
- Views: 15039
Re: Chest-on-a-belt
One of those big postings . :) [...] Now i picture it better... But still i'd life some "Road" or "walkway" or something to make the islands you say. Something to mark for myself "leave this X amount of tiles for the trucks to go by". It doesn't have to be for the robo...
- Thu Mar 27, 2014 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Tactical Biters
- Replies: 12
- Views: 4531
Re: Tactical Biters
I hate the idea and consider it the worst direction Factorio could take. It's only a step above ideas like randomly destroying buildings and not telling the player. IMO enemies with bad AI should not be fixed by bringing the player down closer to their level, but by upping theirs. Making biters pre...
- Wed Mar 26, 2014 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Even higher logistic needs
- Replies: 8
- Views: 4193
Re: Even higher logistic needs
In the case of vehicles, the current situation is somewhat absurd, since you can eather put the charcter inside the vehicle, or the vehicle inside the character. I think it could add fun to the game to have certain big, non-placeable, high end objects, that need a special kind of assembly line and ...
- Wed Mar 26, 2014 3:24 pm
- Forum: Ideas and Suggestions
- Topic: [0.9.4]incorrect raw sources calculation
- Replies: 13
- Views: 3563
Re: [0.9.4]incorrect raw sources calculation
+1ssilk wrote:A tab to switch between both displays?
A tooltip that says "Amount for AssemMachine. Pres <key> to switch for Player exact"
I think it's the best idea
- Wed Mar 26, 2014 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Chest-on-a-belt
- Replies: 24
- Views: 15039
Re: Chest-on-a-belt
If I say I like something, it doesn't mean, that I don't like the rest!? :) Well. I liked the idea of having smaller units moving around your factory. Not the needed low size, not the other details, not that it is too much "rectangle", and not round, not natural. And in combination with t...
- Wed Mar 26, 2014 3:00 pm
- Forum: Ideas and Suggestions
- Topic: Tactical Biters
- Replies: 12
- Views: 4531
Re: Tactical Biters
I REALLY like the idea. I think it would add a lot to gameplay!!
MAYBE tell you anyways if the turrets are firing and items getting destroyed, but if no radar => don't show in the map WHERE it is happening
MAYBE tell you anyways if the turrets are firing and items getting destroyed, but if no radar => don't show in the map WHERE it is happening
- Wed Mar 26, 2014 2:58 pm
- Forum: Balancing
- Topic: car vs cargo wagon
- Replies: 18
- Views: 20463
Re: car vs cargo wagon
I think they should nerf the car's inventory and add a fuel-guzzling bastard of a truck. (my vote is for a mega-futuristic El Camino) God this road is bumpy, oh wait this is a biter base, nevermind. :) LOOOL I giggled! And I like the idea of 2 (or more) kinds of cars... a "Fast car", a &q...