Search found 779 matches: outpost
Searched query: outpost
- Sat Aug 24, 2024 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Increasing buildings' remnants lifespan in a base game.
- Replies: 2
- Views: 315
Increasing buildings' remnants lifespan in a base game.
... story. Why? The remnants of buildings help to create a story generated by the player and its interaction with the world. Arriving at a distant outpost that had fallen should feel like it. It gives a feeling of a living world where actions bring consequences, like seeing all your hard work being ...
- Sat Aug 17, 2024 11:21 am
- Forum: Ideas and Suggestions
- Topic: QoL upgrades through science
- Replies: 2
- Views: 350
Re: QoL upgrades through science
... but for radar it's way more flexible to have higher tier that scan better but use tons shit more of power. You can then use a small one for your outpost but a big one for a base, etc...
- Thu Aug 01, 2024 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Train Station Macros!
- Replies: 3
- Views: 401
Re: Train Station Macros!
... a train to go pick up water, turn it into steam at a nuclear heating plant, and then train it across the planet to a local turbine generator at an outpost whenever that outpost's steam reserve was low. I admit that's not the most practical either but I'm sure there are plenty of other cases where ...
- Wed Jul 10, 2024 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 401
Re: Train Schedule Condition on Signal Matching Train ID
... and let the player set it to 1 briefly to request a train. The personal trains would go to a depot where they wait for a spot to open up at an outpost. If you really want each player to get a specific train, and you don't mind the chance for a collision if players request on the same tick, ...
- Tue Jul 09, 2024 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 401
Re: Train Schedule Condition on Signal Matching Train ID
... and let the player set it to 1 briefly to request a train. The personal trains would go to a depot where they wait for a spot to open up at an outpost. If you really want each player to get a specific train, and you don't mind the chance for a collision if players request on the same tick, ...
- Sun Jun 30, 2024 7:21 am
- Forum: Ideas and Suggestions
- Topic: Gas Giant Planet
- Replies: 0
- Views: 208
Gas Giant Planet
... defenses, and full of rich resources(they could also respawn/be renewable). Asteroids could move, not too far or fast, but would create a mobile outpost/enemy base. The underlining map could be like other planets, but invisible. You would see the giant planet in the background and you would build ...
- Tue May 07, 2024 8:40 pm
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 22
- Views: 2188
Re: New Research - Drone Charging Speed
... personnal robots. Maybe it was just due to solar grid not requiring high density of robot to make it work compared to train stations or mining outpost so it only increased something that was going to work anyway when i used the mod and it biais my views^^.
- Sun May 05, 2024 2:19 am
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 26
- Views: 6304
Re: Disable construction near enemies/fire
Currently it looks really stupid that robots trying to put a landmine into a fire (i have an outpost with FT and roboport intended to repair the outpost after attack). Bugs are coming, landmines stunning them, FT burningn them. And then - robots try to replace the mine ...
- Tue Apr 23, 2024 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron: Allow stopping movement when robots are active.
- Replies: 1
- Views: 308
Spidertron: Allow stopping movement when robots are active.
... all robots are done the spider continues with its movement orders. Why ? Rail line building is significantly less player-time intensive. Resource outpost building is significantly less player-time intensive. Before we had the spidertron, we had to move to the location of the rail line or outpost ...
- Tue Apr 23, 2024 9:03 pm
- Forum: Implemented in 2.0
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 84
- Views: 11934
Re: Fluid Mechanics Still Broken, 6 Years Later?
... every wagons. It would change maybe 1 or 2 second the loading time, whereas it could be in hours if large trains are allowed to visit almost empty outpost. 1 or 2 second delay will occur anyway if the train cross the path of another train due to traffic and so on the magnitude of which is higher. ...
- Thu Feb 22, 2024 11:36 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 139
- Views: 46616
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
... or rounding up. My use case for this signal would be more for repairs or small numbers of items. If the aliens destroy an accumulator at some outpost then I need to ship in a replacement via train. This shouldn't happen but sometimes things go wrong. Not often enough to keep a spare of everything ...
- Wed Jan 10, 2024 6:47 am
- Forum: Ideas and Suggestions
- Topic: Train Memory
- Replies: 1
- Views: 452
Train Memory
... that list? No worries, have all the trains cycle through a station which can alter that list to whatever you need it to be. Decide that all your outposts should offload different items off of your supply train? No worries, the supply train could carry the most current list for them to update ...
- Sat Nov 11, 2023 11:33 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 2181
Roboport Improvements
... Roboports should be able to provide a list of ghost buildings that are missing materials in the robot network. With this addition, automating an outpost building would be much easier. I know that factorio scans all pending constructions and cycles through them to be able to build all possible ...
- Sun Nov 05, 2023 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 10
- Views: 1648
Re: Create logistic group from blueprint
... building to automated distant auto building factory through combinators. The "request in bulk, at my mall and get on site to build the outpost" feels more achievable.
- Sun Nov 05, 2023 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 10
- Views: 1648
Re: Create logistic group from blueprint
What if you place down multiple copies of a blueprint? Or build an outpost with several blueprints, both walls and miners/production and train station? I have another idea for a feature request that sounds very useful in my humble opinion, and it follows ...
- Sun Oct 22, 2023 9:49 am
- Forum: Ideas and Suggestions
- Topic: 1 lane belt
- Replies: 17
- Views: 3456
Re: 1 lane belt
... wires to monitor the quantity of ressources and balance their mining drill this way, but it's there somehow and you can have this in your mining outpost blueprint to throttle the mines in the side of the belt that has more ressources covered than the other. Maybe it's just me but i found those ...
- Mon Oct 16, 2023 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Make underground belts upgrade for length while dragging
- Replies: 2
- Views: 512
Make underground belts upgrade for length while dragging
... underground section is repetitive and doesn't add interesting gameplay challenges. This feature would be particularly useful when building a new outpost (on a new planet even) where resources for expensive belts are limited, but can be used where necessary. Also, if quality introduces longer ...
- Sat Oct 07, 2023 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Mining oil to unlock refinery and chem plant?
- Replies: 3
- Views: 743
Mining oil to unlock refinery and chem plant?
... a rocket with a certain item I would argue that compared to the other two, Mining an entity usually involves more 'waste times' (travel to an outpost, setting up defences, setting up long-distance logistics etc.), if refineries are locked behind mining oil, it will increase the waiting time ...
- Tue Sep 19, 2023 2:13 am
- Forum: Ideas and Suggestions
- Topic: Pre-Manufactured items from Blueprints
- Replies: 2
- Views: 708
Pre-Manufactured items from Blueprints
... more complex items without having to build them in the field. Even have blueprints that require these complex items as components. "My mining outpost will take 1 loading station, one 5 car stacker, 12 bluebelt miner lines, and a balancer." Once they are created, the act like a superglued ...
- Thu Jul 13, 2023 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 21146
Re: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
... each of your far away mining bases with personal artillery, suddenly it's a disadvantage. Bitters still can start a base right next to mining outpost and Behemoth Worms outrange defenses, so I needed to set artillery to reach newly spawned nests automatically, yet I did not want to provoke ...