Search found 5 matches

by alingis
Sun Jan 14, 2018 6:22 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 138062

Re: Friday Facts #225 - Bots versus belts (part 2)

Proposal The Pneumatic Tube A) Create a new type of inserter (unlocked by late game tech) which instantly transports entities to and/or from a belt. B) Add additional research which increases belt speed (gated on the Pneumatic Tube research). C) Make the Pneumatic Tube capable of inserting onto one...
by alingis
Fri Jul 21, 2017 10:16 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 35065

Re: Friday Facts #200 - Plans for 0.16

I would recommend that you don't really need to reinvent the wheel on base building and exploration, but rather simply use what other games have done well already. For example, Starcraft offers players starter bases with good resources, situated in a way that is easy to defend early. A second early ...
by alingis
Wed Mar 29, 2017 4:56 am
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 22386

Re: Friday Facts #182 - Optimizations, always more optimizations

Perf suggestion: When constructing or deconstructing tracks, batch the actual placement/removal of the track entities to only occur once per x (~30) frames. This should limit the super-costly large train network recalculations to appear far less hitchy. (Alternatively wait until all scheduled constr...
by alingis
Fri Mar 03, 2017 5:01 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 33473

Re: Friday Facts #180 - Map interaction

When mousing over a train on the map: * Show the path to its next destination. * Highlight all of the train stops that train services. Add a placeable marker entity that can be conditionally enabled/disabled by the logistic/circuit network. (Even better, allow escape characters to be inserted into t...
by alingis
Sat Nov 26, 2016 5:11 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 28756

Re: Friday Facts #166 - Combat Revisit

The spirit of Factorio suggests that combat should begin as a manual process and become more automated as the game progresses. In addition, there are two types of combat that need to be supported: Defensive & Offensive Defensive combat is all about protecting base assets against a stream of enemies ...

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