Search found 22 matches

by Grimtongue
Fri Dec 09, 2016 11:10 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 50140

Re: Friday Facts #168 - Nightvision Nightmare

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 you ...
by Grimtongue
Fri Nov 04, 2016 3:48 pm
Forum: Ideas and Suggestions
Topic: Character Classes/Archetypes
Replies: 6
Views: 1247

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 ar...
by Grimtongue
Fri Nov 04, 2016 3:43 pm
Forum: Ideas and Suggestions
Topic: Upgrade techs for trains and belts
Replies: 16
Views: 4026

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 up...
by Grimtongue
Fri Nov 04, 2016 3:36 pm
Forum: Ideas and Suggestions
Topic: Terraforming: Green planet
Replies: 6
Views: 2038

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 b...
by Grimtongue
Fri Nov 04, 2016 3:25 pm
Forum: Ideas and Suggestions
Topic: Reduce warnings when personal bots out of room
Replies: 3
Views: 1050

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 implemented....
by Grimtongue
Mon Oct 31, 2016 8:35 pm
Forum: Ideas and Suggestions
Topic: Biter Strongholds
Replies: 4
Views: 1240

Re: Biter Strongholds

I very much like the idea of physical barriers that must be destroyed before the player can enter the area.
by Grimtongue
Mon Oct 31, 2016 7:47 pm
Forum: Ideas and Suggestions
Topic: Substations reading power statistics to circuit network
Replies: 4
Views: 3085

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 expo...
by Grimtongue
Mon Oct 31, 2016 7:27 pm
Forum: Ideas and Suggestions
Topic: Q should close inventory
Replies: 7
Views: 1544

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.
by Grimtongue
Mon Oct 31, 2016 7:23 pm
Forum: Ideas and Suggestions
Topic: Low Ammo Notification
Replies: 10
Views: 2737

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 it'...
by Grimtongue
Tue Aug 04, 2015 3:01 pm
Forum: Balancing
Topic: Cargo wagons need more slots
Replies: 27
Views: 16839

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 ...
by Grimtongue
Mon Aug 03, 2015 10:22 pm
Forum: Show your Creations
Topic: How I defend my base using outposts
Replies: 13
Views: 21475

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 st...
by Grimtongue
Mon Aug 03, 2015 4:19 pm
Forum: General discussion
Topic: I launched the space shuttle...
Replies: 2
Views: 4606

I launched the space shuttle...

It's built:
Image
It's launching! I'm so excited!
Image
It needs a satellite?
Image

I can't wait for version 0.13
by Grimtongue
Mon Aug 03, 2015 4:07 pm
Forum: General discussion
Topic: Combat robots useless?
Replies: 48
Views: 18487

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 th...
by Grimtongue
Sun Aug 02, 2015 4:17 pm
Forum: Show your Creations
Topic: How I defend my base using outposts
Replies: 13
Views: 21475

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 ...
by Grimtongue
Thu Jul 30, 2015 3:10 pm
Forum: Balancing
Topic: [0.12.1] Basic Modular Armor should not use Processing units
Replies: 8
Views: 14723

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.
by Grimtongue
Thu Jul 30, 2015 2:45 pm
Forum: Balancing
Topic: [0.12] Top-tier Combat robots should be permanent and personal
Replies: 7
Views: 19575

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.
by Grimtongue
Tue Jul 28, 2015 6:04 pm
Forum: Balancing
Topic: [0.12] Top-tier Combat robots should be permanent and personal
Replies: 7
Views: 19575

[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, the ...
by Grimtongue
Wed Jun 11, 2014 6:18 pm
Forum: Ideas and Suggestions
Topic: Disassembly Machine/disposing items/Incinerator/Recyling
Replies: 33
Views: 10243

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
by Grimtongue
Wed Jun 11, 2014 6:03 pm
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 97950

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 he...
by Grimtongue
Wed Jun 11, 2014 5:39 pm
Forum: Development Proposals
Topic: Role playing direction
Replies: 105
Views: 77999

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 sta...

Go to advanced search