Search found 41 matches

by 3trip
Sun Aug 25, 2019 10:05 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 128529

Re: Friday Facts #309 - Controversial opinions

We have a rocket assembly building, why not have one for vehicles? OP talked about RTS's vehicle construction buildings as a standard to look to, I would like to see automated vehicle construction and armies of tanks as well. but you need more than just a factory for that, the large swarms of empty ...
by 3trip
Fri Jul 27, 2018 5:29 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 35832

Re: Friday Facts #253 - Fans & Fun

hitzu wrote:So with new walls, turrets are just begging to be put on top of the walls as a strong foundation for them.
I came here to compliment the Devs on how awesome the walls are, and to ask this same question!

So can we please be able to stick turrets ontop of walls?
by 3trip
Fri Jan 19, 2018 7:45 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 45766

Re: Friday Facts #226 - New mod portal & other news

With so much time being taken I think we can say a simple straight hard nerf or buff is out of the question. Or at least a thoughtless one is out of the question. Still i’d Like to purpose D: an all the above solution. A little belt buff, a little bot nerf and reduce the number of effect transmitter...
by 3trip
Fri Jan 19, 2018 12:39 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424970

Re: Friday Facts #225 - Bots versus belts (part 2)

My guess is a little of everything, like increase blue belt speed from 3x yellow to 4x, a slight nerf to bots, and redoing beacons to make room for belts in end game setups.
by 3trip
Tue Jan 16, 2018 1:42 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424970

Re: Friday Facts #225 - Bots versus belts (part 2)

What about changing recipies? Just Make iron, copper and other high use resources use less individual pieces on the belt. For example, say you quadruple the usefulness of each piece of iron in all recipies. now factories will produce 2 gears for each piece of iron given Instead of needing two iron ...
by 3trip
Fri Jan 12, 2018 9:56 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424970

Re: Friday Facts #225 - Bots versus belts (part 2)

1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
by 3trip
Fri Jan 12, 2018 6:50 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424970

Re: Friday Facts #225 - Bots versus belts (part 2)

Can't you just solve the issue with a general belt speed research, general inserter speed research? Also someone mentioned fixing effect transmitters to allow belt usage in high throughput designs, just stop multiple towers effects from overlapping/stacking, and buff their slots to compensate, that ...
by 3trip
Sun Jan 07, 2018 2:04 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 395839

Re: Friday Facts #224 - Bots versus belts

The good solutions I see are: New or Improved belt type, (Can you save UPS, by covering up the belt and its contents?) or faster belt speed research. This will help belts compete with drones, but cannot be too powerful or trains wont be able to compete. Stopping effect beacons from stacking, remove ...
by 3trip
Sat Jan 06, 2018 1:32 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 395839

Re: Friday Facts #224 - Bots versus belts

Some sort of super belt are the solution , a 4x4 sized covered belt (covered to improve game performance) capable of only carrying one resource at a time, but with three times the throughput of a single belt of the same color. These will be the arteries of your base. With this the time spent laying ...
by 3trip
Mon Dec 25, 2017 2:50 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 61186

Re: Friday Facts #222 - Christmas avalanche

I would ask you to take the time to allow seperate tanks, since I find it very convenient to load smaller amounts of fluids such as lubercant and sulfuric acid in a single car. Why do we even have barrels now? Even if they're technically better, why bother with the unnecessaryly complex, superfluous...
by 3trip
Fri Dec 22, 2017 11:07 am
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 85
Views: 38628

Re: Please make trains able to run over evolved aliens

Swarms, perhaps a group of bugs grazing on the tracks, trains in the old west could take on a single cow or buffalo easily, but a herd? Nope. So allow trains to swat one or a couple bugs, but not a dozen +, also give bugs an AI behavior for catching trains, also give us some sort of armored car to d...
by 3trip
Fri Dec 15, 2017 3:22 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 116826

Re: Version 0.16.0

Wonderful the performance increase is always welcome on my aging PC, thank you devs! If we get a nuclear artillery shell, what's the point of the shorter ranged rocket nuke? You're going to need to make it different in some way to keep it useful and more efficient use of refined uranium is my only i...
by 3trip
Sun Dec 03, 2017 12:30 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93968

Re: Friday Facts #219 - Cliffs

I don't know about rail tunnels, but bridges would be nice.

Oh and landfill should only turn shallow water into land and turn deep blue water into shallow water, that way the extra cost incentivizes building bridges rather than landfill.
by 3trip
Fri Apr 21, 2017 4:25 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 157827

Re: Friday Facts #187 - Space science & 0.15 graphics

Image


Third icon, Mr fusion?! You Devs are Such a tease!
by 3trip
Fri Apr 21, 2017 3:58 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 157827

Re: Friday Facts #187 - Space science & 0.15 graphics

Uranium bullets for bug cranium hooray!
by 3trip
Sat Jan 14, 2017 1:27 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89781

Re: Friday Facts #173 - Nuclear stuff is almost done

Kovarex, will we be able to utilize the depleted uranium 238 in ammunition?
by 3trip
Sat Dec 17, 2016 12:54 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 71188

Re: Friday Facts #169 - Combat revisit 2

As for the tower defence thing :- " which you can use to purchase any number of upgrades " - YUCK :cry: Part of the reason Factorio is such a good game is that it avoids mechanics like this. We build - by automation. Don't lose faith now !!! :D Simple solution is for bugs to drop resource...
by 3trip
Fri Dec 09, 2016 6:53 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 82318

Re: Friday Facts #168 - Nightvision Nightmare

I'd like to see something between 2 & 3 as well. Or maybe start as 3, then add a few upgrades towards 2.

Oh, can we have a thermal vision upgrade? Where biters, furnaces and other hot spots appear extra bright?
by 3trip
Sun Dec 04, 2016 4:49 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 62181

Re: Friday Facts #167 - Reactors Operational

Nice, but where do I extract the depleted uranium for improved ammunition?
by 3trip
Sat Nov 12, 2016 10:04 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 119898

Re: Friday Facts #164 - Nuclear power

Nuclear power needs a tech tree branch that reduces the likelihood of explosion and or gives you more time to avert disaster say at the beginning the reactor melts down/explodes after 1 minute of no water. each level reduces the reactor's has a chance of explosion and pollution released by say 10% i...

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