Search found 19 matches
- Fri Jun 13, 2014 2:22 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 25539
Re: "Free belt system" versus "belt circuit"
For those who are thinking of putting an upkeep on conveyor belts: Real-life bulk materials conveyor belts (my day job is to design them) require two things: 1. Drives/motors to get the belt moving. 2. A method to keep the belt in tension, because a slack belt is a useless belt. A typical method is ...
- Fri Jun 13, 2014 5:48 am
- Forum: Resolved Problems and Bugs
- Topic: Large island
- Replies: 17
- Views: 14615
Re: Large island
Image in my head:
- Fri Jun 13, 2014 5:32 am
- Forum: General discussion
- Topic: Worst start ever.
- Replies: 11
- Views: 7148
Re: Worst start ever.
Getting starts like this should unlock an achievement called "Wilson".
- Mon Jun 09, 2014 3:04 am
- Forum: Ideas and Suggestions
- Topic: Component Crafting HUD
- Replies: 1
- Views: 1179
Re: Component Crafting HUD
Hopefully in the final release there will be an "item recipe tree" similar to a tech tree. With features such as hovering over an item will highlight a path from (a) all items required to craft it; and (b) all items it is required for. However, given the current demo state, the recipes are...
- Mon Jun 09, 2014 2:56 am
- Forum: Ideas and Suggestions
- Topic: Remove need for crafting (red/green) wires
- Replies: 4
- Views: 2019
Re: Remove need for crafting (red/green) wires
My suggestions for connecting wires to chests/inserters: 1. Click pole. GUI pop-up provides option for either green wire or red wire connection. Perhaps this option only for poles which already have green/red wire enabled/connected. 2. Range radius of pole pops up, highlighting items (chests/inserte...
- Sat May 31, 2014 8:51 am
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 15531
Re: Construction planning
Prison Architect has a Planning Mode which allows you to "ghost build" but it limited to "walls" and "objects". I can see Factorio can have a similar feature allowing for planning of "buildings" "inserters" "power poles" and "belts/tra...
- Sat May 31, 2014 6:38 am
- Forum: News
- Topic: Friday Facts #36
- Replies: 39
- Views: 31995
Re: Friday Facts #36
Concept #4 reminds me of the orbital command from SC2
- Fri May 30, 2014 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Very Big Machines
- Replies: 8
- Views: 5111
Re: Very Big Machines
In my mind, I have the following mental image: End goal is to build a gigantic habitation structure. Perhaps an arcology? Or a large insterstellar communications array to contact the fleet (hyperwave relay from Battletech comes to mind)? A huge amount of resources and components is required from the...
- Tue May 27, 2014 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7988
Re: Expanding The Function Of Lights
Light could also be used to modify how the turrets work, for instane, turrets could only fire at an enemy if he is in the light this could also lead to improving the turrets with modules -> infrared detectors that would need to be added to the turret understaning that, the creepers would most likel...
- Mon May 26, 2014 5:08 pm
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 6837
Re: Showing turret range
+1 from me too.
- Mon May 26, 2014 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Biter Matriarch, or one massive creature
- Replies: 4
- Views: 4094
Re: Biter Matriarch, or one massive creature
+1 for this.
Should have an appropriately epic entrance too. The spawn animation of Starcraft 2's Nydus Worms come to mind.
Should have an appropriately epic entrance too. The spawn animation of Starcraft 2's Nydus Worms come to mind.
- Mon May 26, 2014 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7988
Re: Expanding The Function Of Lights
That may be a stat change which may or may not be noticeable in actual gameplay. I was thinking along the lines of making it noticeably different at night-time versus daytime in terms of defense considerations and enemy behavior.
- Mon May 26, 2014 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Alien/Critter Overhaul
- Replies: 8
- Views: 6028
Re: Alien/Critter Overhaul
I do feel that the aliens need a counter against walls - currently walls built several tiles thick are just far too effective. Once implemented with turret line, the player can move on without further consideration of future improvement of base defense. I feel that a direct counter is to have aliens...
- Mon May 26, 2014 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7988
Re: Expanding The Function Of Lights
Well, the devs did talk about revisiting fight mechanics in 0.12. My original suggestions aim to increase the depth of enemy encounter / base defense tactics as well as expand upon the relatively undeveloped (IMO anyway) potential of lights. Of course, it would also be nice if lights can be integrat...
- Fri May 23, 2014 9:18 am
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7988
Expanding The Function Of Lights
From my experience with the game, lights seem to not have much of a role to play in the game other than to improve visibility at night. I have several suggestions: 1. Certain enemy types are especially attracted to light sources. Lights can then act as lightning rods for this enemy type and used as ...
- Mon Apr 07, 2014 12:56 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049373
Re: Factorio Roadmap for 0.10 + 0.11 + 0.12
Factorio 0.12 Working Multiplayer. Oil extension (boiler for oil, oil wagon). Fight revisit (balancing, tank, more enemies variety, ...) Proper tech tree. I actually think that needing to transport liquids via barrels (as opposed to using oil wagons) is an interesting mechanic in itself and provide...
- Mon Apr 07, 2014 10:55 am
- Forum: Implemented Suggestions
- Topic: Visual Indicator for Pollution
- Replies: 8
- Views: 3599
Re: Visual Indicator for Pollution
I would personally hate that, given that most machine produce pollution, and trees are the only thing that can slow/stop pollution spread. It would mean that your whole factory would become corrupted, without any mean to really stop it, even with modules to reduce pollution, and your only way of co...
- Mon Apr 07, 2014 10:18 am
- Forum: Implemented Suggestions
- Topic: Visual Indicator for Pollution
- Replies: 8
- Views: 3599
Visual Indicator for Pollution
What do you think about a more visual indicator for pollution?
What comes to mind is the ground slowly getting "corrupted" and trees dying, proportional to the red pollution cloud in the minimap.
What comes to mind is the ground slowly getting "corrupted" and trees dying, proportional to the red pollution cloud in the minimap.
- Mon Apr 07, 2014 10:13 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 137055
Re: Hidden ores
Just throwing something into the mix here. What about hidden ores that do not appear in every game? Which then dictates the tech tree that can be accessed that game? For example, Tech Branch A requires Ore A, Tech Branch B requires Ore B but only either Ore A or Ore B will appear each game (rarely b...