Search found 68 matches

by Sir Nick
Sun Apr 20, 2014 4:59 pm
Forum: Ideas and Suggestions
Topic: Building train bridge
Replies: 12
Views: 4712

Re: Building train bridge

On the other hand, bridges obscure view. If only allowed to be built over water this is irrelevant. If not, it becomes a problem. A use for underground tunnels may be a path into a fortified area that does not require a break in walls. And yes, it is quite fitting that both bridge and tunnel start/e...
by Sir Nick
Sun Apr 20, 2014 4:36 pm
Forum: Ideas and Suggestions
Topic: HOT Pipes
Replies: 7
Views: 1809

Re: HOT Pipes

IMO, this feature is not very important, but will clutter up the GUI with the glows (and additionally put a bit of pressure on the graphics). First of all, why would you need such a glow and, speaking generally, a on-map indication of any inner statistic? As I get it, that would be to quickly react ...
by Sir Nick
Thu Mar 20, 2014 9:48 am
Forum: Implemented Suggestions
Topic: double filter for inserter, red/green wires
Replies: 4
Views: 5080

Re: double filter for inserter, red/green wires

This would also be cool if circuit network support is ever introduced for trains. Some kind of a "selector inserter".
by Sir Nick
Thu Mar 20, 2014 9:46 am
Forum: Ideas and Suggestions
Topic: Some suggestions(or may be even requests)
Replies: 15
Views: 4263

Re: Some suggestions(or may be even requests)

1. Electric train should be end-game vehicle for transportation on very long distances. It should have low electric capacity and be recharges constantly via electric tracks. And what makes it better that steam then? 2. Renaming stations? Oh yes! 3. Surprisingly, I am against this. It is possible to...
by Sir Nick
Thu Mar 20, 2014 9:41 am
Forum: Ideas and Suggestions
Topic: We need this :)
Replies: 12
Views: 1562

Re: We need this :)

Before: http://sdelanounas.ru/i/a/t/aTAxNC5yYWRpa2FsLnJ1LzEyMDIvMDUvZDVjZDBlOGEyNmVhLmpwZz9fX2lkPTQwNjkx.jpg After: http://www.popmech.ru/images/upload/article/1329_1234960712_full.jpg IMO, THIS is what we need - a flamethrower, even a tank-based one, lacks range. (This is basically a Russian missil...
by Sir Nick
Thu Mar 20, 2014 9:26 am
Forum: General discussion
Topic: Something I recently realised...
Replies: 32
Views: 4320

Re: Something I recently realised...

Or like in the film "avatar" where the whole planet fights against humans? Why shouldn't there really big native cannons, shooting at every spaceship? Shooting also at the colony ship, so that they can't help us? Just because you never encounter one :D . And yes, at high evolutionfactor it should b...
by Sir Nick
Mon Mar 17, 2014 11:51 pm
Forum: Ideas and Suggestions
Topic: Steel Furnaces
Replies: 20
Views: 3256

Re: Steel Furnaces

Removing oil dependency immediately opens up a "clean" path: solars are researcheable with just greens and reds, electric furnaces too. If they do not need oil, than a large chunk of pollution in the form of steel furnaces burning coal to produce everything needed for oil industry just goes away. IM...
by Sir Nick
Mon Mar 17, 2014 11:45 pm
Forum: General discussion
Topic: Something I recently realised...
Replies: 32
Views: 4320

Re: Something I recently realised...

On the point of biter intelligence, let me remind you of the current goal of the game: to build a rocket defence system capable of protecting landing colony ships. Again, IIRC in tha campaign you encounter a whole lot of downed spacecraft. On the other hand, there is totally no entity in the game th...
by Sir Nick
Thu Mar 13, 2014 6:27 pm
Forum: Ideas and Suggestions
Topic: Overhead pipes
Replies: 7
Views: 1079

Re: Overhead pipes

Maybe make overhead pipes semi-transparent? Or do it only when a player is near?
by Sir Nick
Tue Mar 11, 2014 6:25 pm
Forum: Ideas and Suggestions
Topic: Factory Designer like a 4x games Space Ship Designer
Replies: 13
Views: 4294

Re: Factory Designer like a 4x games Space Ship Designer

So, basically, you want a factory with a selectable type and sliders "Pollution-Energy-Speed"? And yes, I do understand that they are not actual sliders, but components. Nevertheless, IMO Factorio factories differ from a 4x spaceships. The latter are a system in itself that does not necessarly inter...
by Sir Nick
Fri Mar 07, 2014 12:13 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 60355

Re: Fight

That's a good point made. I also find biter spawn rates ridiculous, but on the other hand, I currently see no other way to counteract a player.
by Sir Nick
Thu Mar 06, 2014 8:05 pm
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 15755

Re: Intermediate fluids as items

Ok, you convinced me there and left me happy with that argument but it makes me wonder about the new assembling machine graphics, I don’t see any pipe entrance on the sides. Is Albert planning to modify them in the future? In 0.9.2 new assembling machines will have a pipe output (made as a graphica...
by Sir Nick
Thu Mar 06, 2014 8:03 pm
Forum: Ideas and Suggestions
Topic: Requester chest for other network
Replies: 2
Views: 839

Re: Requester chest for other network

which can be transported to B then And here be magic... This is as of now not viable unless you have only two stations. As soon as you have another one served by the same train or A may receive more than one train, you run into problems caused by the wrong train loading requested items and hauling ...
by Sir Nick
Thu Mar 06, 2014 7:57 pm
Forum: Ideas and Suggestions
Topic: Construction Chest
Replies: 5
Views: 1170

Re: Construction Chest

I'm not saying this is bad, just pointing it out. For all it's worth, the sheer number of threads indicates the scale of a problem.

Though, having said that, I can't avoid saying that at least two of these topics are on the first page of the "suggestions" forum.
by Sir Nick
Thu Mar 06, 2014 7:51 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 60355

Re: Fight

issues with combat currently.. - The pistol seems to be 'for suicide purposes only', despite being ineffectual at even that. it may be able to hold off a couple biters, but isn't suitable for even a single nest if the player needs to move out of a bad starting spot. - Submachine gun, shotgun, and m...
by Sir Nick
Thu Mar 06, 2014 7:27 pm
Forum: General discussion
Topic: Calculating production
Replies: 9
Views: 3344

Re: Calculating production

For electric furnaces without modules the ratio is closer to 6 mines per 5 furnaces. As a steel furnace has the same base speed, I'd assume the ratio stands for it too. I have tried building a factory scaled to produce "everything on the run", so that each part of it receives exactly the needed amou...
by Sir Nick
Thu Mar 06, 2014 7:14 pm
Forum: General discussion
Topic: Deconstruction Planner and storage chests
Replies: 26
Views: 7660

Re: Deconstruction Planner and storage chests

The most obvious place for active providers is the central train station, where you want the receiving chests to be always ready for more items without having enough capacity to burst-process an wntire trainsworth of cargo.
by Sir Nick
Wed Mar 05, 2014 8:20 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 68077

Re: Railroad

Maybe this will work: 1. Introduce a new building. Let's call it a "Post Office" or PO for short. It gets its own name randomly or from the closest station. 2. If a PO is connected to a circuit network, it is part of this network. Not so sure about LogNet, maybe have a separate switch in the GUI. 3....
by Sir Nick
Wed Mar 05, 2014 8:08 pm
Forum: Ideas and Suggestions
Topic: Autoplacing of blueprints
Replies: 4
Views: 1535

Re: Autoplacing of blueprints

Yeah, an airship is most definitely a possibility! Although it may be a bit view-obstructing.

To edit:
Yep, I had exactly this in mind. I believe I had it posted in another thread though...
by Sir Nick
Wed Mar 05, 2014 7:39 pm
Forum: Ideas and Suggestions
Topic: Construction Chest
Replies: 5
Views: 1170

Re: Construction Chest

I believe this is the third or fourth such suggestion here.

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