Search found 68 matches
- Sun Apr 20, 2014 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Building train bridge
- Replies: 12
- Views: 9817
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...
- Sun Apr 20, 2014 4:36 pm
- Forum: Ideas and Suggestions
- Topic: HOT Pipes
- Replies: 7
- Views: 3841
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 ...
- Thu Mar 20, 2014 9:48 am
- Forum: Implemented Suggestions
- Topic: double filter for inserter, red/green wires
- Replies: 4
- Views: 6458
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".
- Thu Mar 20, 2014 9:46 am
- Forum: Ideas and Suggestions
- Topic: Some suggestions(or may be even requests)
- Replies: 15
- Views: 9099
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...
- Thu Mar 20, 2014 9:41 am
- Forum: Implemented Suggestions
- Topic: We need this :)
- Replies: 12
- Views: 4127
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...
- Thu Mar 20, 2014 9:26 am
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10492
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 i...
- Mon Mar 17, 2014 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Steel Furnaces
- Replies: 20
- Views: 7675
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 goe...
- Mon Mar 17, 2014 11:45 pm
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10492
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...
- Thu Mar 13, 2014 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Overhead pipes
- Replies: 7
- Views: 2858
Re: Overhead pipes
Maybe make overhead pipes semi-transparent? Or do it only when a player is near?
- Tue Mar 11, 2014 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Factory Designer like a 4x games Space Ship Designer
- Replies: 13
- Views: 8892
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 necess...
- Fri Mar 07, 2014 12:13 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99421
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.
- Thu Mar 06, 2014 8:05 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 20939
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 donβt 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...
- Thu Mar 06, 2014 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Requester chest for other network
- Replies: 2
- Views: 1955
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 ...
- Thu Mar 06, 2014 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Construction Chest
- Replies: 5
- Views: 3436
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.
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.
- Thu Mar 06, 2014 7:51 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99421
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...
- Thu Mar 06, 2014 7:27 pm
- Forum: General discussion
- Topic: Calculating production
- Replies: 9
- Views: 5907
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 n...
- Thu Mar 06, 2014 7:14 pm
- Forum: General discussion
- Topic: Deconstruction Planner and storage chests
- Replies: 26
- Views: 14068
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.
- Wed Mar 05, 2014 8:20 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 120553
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 t...
- Wed Mar 05, 2014 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Autoplacing of blueprints
- Replies: 4
- Views: 3422
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...
To edit:
Yep, I had exactly this in mind. I believe I had it posted in another thread though...
- Wed Mar 05, 2014 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Construction Chest
- Replies: 5
- Views: 3436
Re: Construction Chest
I believe this is the third or fourth such suggestion here.