Night vision should have a toggle keybind. It's annoying to remove it from the armor and then put it back.
All of those night vision images just looked beyond awful to me. I never liked the way nightvision is implemented in Factorio, so I just place tons of lamps everywhere.
My feedback is that ...
Search found 22 matches
- Fri Dec 09, 2016 11:10 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 89556
- Fri Nov 04, 2016 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Character Classes/Archetypes
- Replies: 6
- Views: 2763
Re: Character Classes/Archetypes
The thought occurred to me that different players prefer different styles of play, and that maybe having different character 'classes' or archetypes to choose from would be worth implementing. In my mind they would offer a little specialization to certain attributes, in much the same way modular ...
- Fri Nov 04, 2016 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 7152
Re: Upgrade techs for trains and belts
I think the game miss some branches in the technology list. We can upgrade inserters and have two techs for upgrading bots capacity. It seems unfair for other transportation modes. I would like to see belt speed upgrade and locomotive power/speed upgrade as well, and possibly wagon size capacity ...
- Fri Nov 04, 2016 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Terraforming: Green planet
- Replies: 6
- Views: 4123
Re: Terraforming: Green planet
The ability to plant trees creates the same exploit as the ability to place water: you could create an impenetrable barrier to keep out the biters.
I also don't like the mods that add forest growth for another reason: this game is a technology-based game, so magical fast-growing trees simply don't ...
I also don't like the mods that add forest growth for another reason: this game is a technology-based game, so magical fast-growing trees simply don't ...
- Fri Nov 04, 2016 3:25 pm
- Forum: Ideas and Suggestions
- Topic: Reduce warnings when personal bots out of room
- Replies: 3
- Views: 2036
Re: Reduce warnings when personal bots out of room
Reduce the frequency of the annoying warning beeps and flooding of the log/chat window when personal construction robots can't place items in your inventory because it's full.
I really hope they do something about this because it's been an annoyance ever since the personal roboport was ...
I really hope they do something about this because it's been an annoyance ever since the personal roboport was ...
- Mon Oct 31, 2016 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Biter Strongholds
- Replies: 4
- Views: 2629
Re: Biter Strongholds
I very much like the idea of physical barriers that must be destroyed before the player can enter the area.
- Mon Oct 31, 2016 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Substations reading power statistics to circuit network
- Replies: 4
- Views: 4455
Re: Substations reading power statistics to circuit network
To better monitor and control our power generation we should have a way to get the power usage and production to circuit network.
Similar to how Accumulators report charge to the circuit network, substations could report power production and power usage of their electric network.
Alternatively ...
Similar to how Accumulators report charge to the circuit network, substations could report power production and power usage of their electric network.
Alternatively ...
- Mon Oct 31, 2016 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Q should close inventory
- Replies: 7
- Views: 3226
Re: Q should close inventory
I close my inventory using "Q" because that's how I set up my keybinds from the in-game menu.
I also set the hand-crafting to CTRL+SHIFT+click so that I don't accidentally mess up my "lazy bastard" achievement.
I also set the hand-crafting to CTRL+SHIFT+click so that I don't accidentally mess up my "lazy bastard" achievement.
- Mon Oct 31, 2016 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 5096
Re: Low Ammo Notification
I would think it's better to just use combinators. You could connect a lamp to the circuit network and have it turn red when the ammo is low and green when it's full.
I think it's best to just give gun turrets a constant supply of ammo using belts or trains. You never want to be low on ammo, and ...
I think it's best to just give gun turrets a constant supply of ammo using belts or trains. You never want to be low on ammo, and ...
- Tue Aug 04, 2015 3:01 pm
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 23271
Re: Cargo wagons need more slots
... If you just want to launch raw unprocessed materials into space and already have something up there to handle it, the most efficient delivery is with a gun...
This makes me think of HARP and project Big Babylon. The "space guns" weren't cost effective because the barrel could only be used a ...
This makes me think of HARP and project Big Babylon. The "space guns" weren't cost effective because the barrel could only be used a ...
- Mon Aug 03, 2015 10:22 pm
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 26150
Re: How I defend my base using outposts
Are behemoths in? I believe those would change the state of war here.
Yes. They are big, green, and can take a lot of punishment. My goal with the radar outposts is to keep the nests from getting inside the high pollution zone around my factory - thereby reducing the evolution of the aliens. The ...
Yes. They are big, green, and can take a lot of punishment. My goal with the radar outposts is to keep the nests from getting inside the high pollution zone around my factory - thereby reducing the evolution of the aliens. The ...
- Mon Aug 03, 2015 4:19 pm
- Forum: General discussion
- Topic: I launched the space shuttle...
- Replies: 2
- Views: 5419
I launched the space shuttle...
It's built:

It's launching! I'm so excited!

It needs a satellite?

I can't wait for version 0.13

It's launching! I'm so excited!

It needs a satellite?

I can't wait for version 0.13
- Mon Aug 03, 2015 4:07 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 27609
Re: Combat robots useless?
I end up using Distractors as my primary combat robot because it is cheap and doesn't count towards the follower limit. Through most of the game (the first 40 hours), I used Distractors while driving the tank. I used the tank cannon to clear the nests and worms, while the Distractors take care of ...
- Sun Aug 02, 2015 4:17 pm
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 26150
How I defend my base using outposts
I use radar outposts far from the walls of my base to have early warning of alien activity. These radar outposts are fully independent of the main power grid.
While they don't prevent the aliens from attacking the factory, they do prevent the aliens from making new nests closer to my factory. Since ...
While they don't prevent the aliens from attacking the factory, they do prevent the aliens from making new nests closer to my factory. Since ...
- Thu Jul 30, 2015 3:10 pm
- Forum: Balancing
- Topic: [0.12.1] Basic Modular Armor should not use Processing units
- Replies: 8
- Views: 17069
Re: [0.12.1] Basic Modular Armor should not use Processing units
I agree.
The material and research cost of Basic Modular Armor is much too close to the cost of Power Armor. For the small additional expense, it's better to just directly craft the Power Armor, skipping the basic. In version 0.12.1, the basic modular armor is further obsoleted by the tank.
The material and research cost of Basic Modular Armor is much too close to the cost of Power Armor. For the small additional expense, it's better to just directly craft the Power Armor, skipping the basic. In version 0.12.1, the basic modular armor is further obsoleted by the tank.
- Thu Jul 30, 2015 2:45 pm
- Forum: Balancing
- Topic: [0.12] Top-tier Combat robots should be permanent and personal
- Replies: 7
- Views: 21626
Re: [0.12] Top-tier Combat robots should be permanent and personal
Combat robotics are imbalanced (too weak) in the current game version.
I'm really looking forward to the "combat revisited" update because currently Factorio combat is lackluster.
I'm really looking forward to the "combat revisited" update because currently Factorio combat is lackluster.
- Tue Jul 28, 2015 6:04 pm
- Forum: Balancing
- Topic: [0.12] Top-tier Combat robots should be permanent and personal
- Replies: 7
- Views: 21626
[0.12] Top-tier Combat robots should be permanent and personal
[Edit: This is the wrong place for posting suggestions... my bad. I don't see any way to delete the post, so I'll just put it in a spoiler for now.]
I love the aesthetic of the personal roboport. A fleet of drones popping out of the player's power armor looks great. In the current game version ...
I love the aesthetic of the personal roboport. A fleet of drones popping out of the player's power armor looks great. In the current game version ...
- Wed Jun 11, 2014 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Disassembly Machine/disposing items/Incinerator/Recyling
- Replies: 33
- Views: 19006
Re: Disassembly Machine/disposing items/Incinerator/Recyling
This game needs two ways to deal with extra junk:
Recycling Machine - turn junk back into raw ores
Incinerator - turn junk into electricity
Recycling Machine - turn junk back into raw ores
Incinerator - turn junk into electricity
- Wed Jun 11, 2014 6:03 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 148831
Re: Hidden ores
Later in the game (advanced technologies would be needed for this), the player could start with underground mining, this would have 2 phases.
Searching for resources
Underground resources wouldn't be so easy to spot, the player would have to do special drills to scan the nearby underground, when ...
Searching for resources
Underground resources wouldn't be so easy to spot, the player would have to do special drills to scan the nearby underground, when ...
- Wed Jun 11, 2014 5:39 pm
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 115992
Re: Role playing direction
I don't want the character to have a separate progression system (exp), especially not a system that involves doing a task repetitiously for the sole purpose of increasing a "skill." That kind of experience-grinding is horribly tedious work.
Research techs that can enhance the player's statistics ...
Research techs that can enhance the player's statistics ...