Search found 11 matches
- Fri Jan 12, 2018 11:45 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 457158
Re: Friday Facts #225 - Bots versus belts (part 2)
I wrote this elsewhere (not on the forums, on a youtube comment) but I in general prefer the idea of making more transport options because the bots are currently filling niches that could be split among multiple different transport options. I often experiment with building a train line down the ...
- Sat Jan 06, 2018 9:15 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427867
Re: Friday Facts #224 - Bots versus belts
One thing I think we're overlooking is the fact that logistic bots are a fully automatic turnkey solution to a lot of problems that really should have multiple diverse solutions. The classic bot problem to me is complex late-tech items need a diverse set of things to make but are made in relatively ...
- Fri May 19, 2017 7:42 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 178555
Re: Friday Facts #191 - Gui improvements
I like most of this. Some important considerations:
To ghost-place items without needing the item, I don't like the idea that you need to set a filter in the hotbar first. What if you just want to order your robots to place a single refinery or train stop or whatever? What I think should happen is ...
To ghost-place items without needing the item, I don't like the idea that you need to set a filter in the hotbar first. What if you just want to order your robots to place a single refinery or train stop or whatever? What I think should happen is ...
- Fri Oct 02, 2015 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Extra UI elements for powered armor
- Replies: 2
- Views: 5038
Extra UI elements for powered armor
I could have sworn this was in the list already but searches don't reveal anything, and it's not in frequent suggestions, so apologies if I just can't find it. Basically, I want to see some HUD elements in the space next to the weapons (where the battery bar goes) that have some toggle switches for ...
- Fri Oct 02, 2015 9:26 pm
- Forum: General discussion
- Topic: Guys, How do you feel about the killing power of tanks.
- Replies: 26
- Views: 21186
Re: Guys, How do you feel about the killing power of tanks.
Small biters can also eat through stone brick walls pretty quickly, so clearly they're outperforming earth creatures on damage output.
I think the tank (and the car) are in need of some research items to improve them a bit. The only reason to use one later in the game is that massive extra ...
I think the tank (and the car) are in need of some research items to improve them a bit. The only reason to use one later in the game is that massive extra ...
- Fri Dec 05, 2014 3:55 pm
- Forum: Ideas and Suggestions
- Topic: trash bins
- Replies: 11
- Views: 7182
Re: trash bins
Some kind of recycling could be a useful addition to the game. Each item in the game could have a recycle value of X iron scrap, Y copper scrap, Z stone scrap and W organic scrap, a dedicated grinder machine could be used to convert items to scrap, and then there could be formulas for converting ...
- Fri Dec 05, 2014 3:27 pm
- Forum: General discussion
- Topic: Landmines vs Laser turrets
- Replies: 9
- Views: 8107
Re: Landmines vs Laser turrets
Landmines don't work very well because biters don't have any fear factor or deterrence, they just charge ahead until they die. If biter behavior was a bit more organic, say they naturally tended to avoid areas where biters died recently, then land mines would be effective.
On that note, that's not ...
On that note, that's not ...
- Sat Aug 30, 2014 11:40 pm
- Forum: Implemented Suggestions
- Topic: Barrels as universal liquid containers/Barreling all fluids
- Replies: 11
- Views: 7095
Re: Barrels as universal liquid containers
If they did this the recipe page would be absolutely clogged with load and unload formulas. If this was done, I'd suggest either making "load barrel" and "unload barrel" one formula each and let the assembler decide based on what liquid it has available, or make a new machine for loading and ...
- Fri Jun 13, 2014 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Enhancement to radar/map system: the B.U.Z.A.R.D.
- Replies: 0
- Views: 2531
Enhancement to radar/map system: the B.U.Z.A.R.D.
A flying observation platform. Rather than returning to a roboport to charge, it perches on power lines and recharges via induction. It acts like radar in terms of mapping and scanning sectors, but its combined scanning range and flight range are bigger than a radar unit's so it can gather info from ...
- Fri Jun 13, 2014 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Inventary - number of producible products instead of recipes
- Replies: 4
- Views: 1921
Re: Inventary - number of producible products instead of rec
Plus - for some things this number actually makes sense - when would you need an odd number of underground belts or underground pipes?
When biters destroy one half of a pipe/underground and you have to place a new one down. When this happens i usually put the odd-man-out down and shoot it so I ...
When biters destroy one half of a pipe/underground and you have to place a new one down. When this happens i usually put the odd-man-out down and shoot it so I ...
- Sun Jun 08, 2014 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Comprehensive overview of how artillery could be implemented
- Replies: 4
- Views: 5093
Comprehensive overview of how artillery could be implemented
So, lots of mentions of artillery come up in the search, none I could see have any real in-depth plan except that such a thing should exist. So, here's my plan for implementing it. My basic philosophy is that it should require a lot of player involvement, it shoudn't just be another automatic damage ...