Search found 5 matches
- Sun Jan 14, 2018 6:22 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 426618
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...
- Fri Jul 21, 2017 10:16 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 72208
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 ...
- Wed Mar 29, 2017 4:56 am
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 46405
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...
- Fri Mar 03, 2017 5:01 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 74604
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...
- Sat Nov 26, 2016 5:11 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 71360
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 enem...