Search found 131 matches

by Sedado77
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! :)
by Sedado77
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 :)
by Sedado77
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...
by Sedado77
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...
by Sedado77
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...
by Sedado77
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...
by Sedado77
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
by Sedado77
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...
by Sedado77
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...
by Sedado77
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 ...
by Sedado77
Fri Mar 28, 2014 11:09 am
Forum: Gameplay Help
Topic: Multiples of Equipment
Replies: 5
Views: 3611

Re: Multiples of Equipment

kovarex 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.
Can't Wait to "Personal Lasser Defense Mk 3" and "Personal Nukes Mk. 3" xD
by Sedado77
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...
by Sedado77
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...
by Sedado77
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...
by Sedado77
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...
by Sedado77
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 ...
by Sedado77
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

ssilk wrote:A tab to switch between both displays?
+1
A tooltip that says "Amount for AssemMachine. Pres <key> to switch for Player exact"

I think it's the best idea :)
by Sedado77
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...
by Sedado77
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 :)
by Sedado77
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...

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