Search found 41 matches
- 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 ...
- 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
I came here to compliment the Devs on how awesome the walls are, and to ask this same question!hitzu wrote:So with new walls, turrets are just begging to be put on top of the walls as a strong foundation for them.
So can we please be able to stick turrets ontop of walls?
- 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 iβd Like to purpose D: an all the above solution. A little belt buff, a little bot nerf and reduce the number of effect transmitter...
- 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.
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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.
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.
- 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
Third icon, Mr fusion?! You Devs are Such a tease!
- 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!
- 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?
- 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...
- 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?
Oh, can we have a thermal vision upgrade? Where biters, furnaces and other hot spots appear extra bright?
- 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?
- 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...