Search found 77 matches

by Factory Lobster
Thu Mar 22, 2018 1:04 pm
Forum: Ideas and Suggestions
Topic: Cover ore with bricks/concrete
Replies: 15
Views: 3557

Re: Cover ore with bricks/concrete

I find this thread and all replies humorous.
by Factory Lobster
Mon Mar 19, 2018 1:56 pm
Forum: Ideas and Suggestions
Topic: Introduce new speed run option(s)
Replies: 4
Views: 642

Re: Introduce new speed run option(s)

Sure, include a standard speed run map also. Or series of maps. I'm talking about personal achievements, but it could be nice to have in-game options for speed runners who want to compete with other players.
by Factory Lobster
Mon Mar 19, 2018 12:57 pm
Forum: Ideas and Suggestions
Topic: Introduce new speed run option(s)
Replies: 4
Views: 642

Introduce new speed run option(s)

I think it would be interesting to have a check box at map creation titled something like "enable speed run achievements," which when checked would disable blueprints, only allow randomized map conditions within certain allowed parameters, and have other restrictions to control trivializing the atte...
by Factory Lobster
Sat Mar 17, 2018 8:26 pm
Forum: Technical Help
Topic: Haven't played since .15, having UPS issues now
Replies: 2
Views: 242

Haven't played since .15, having UPS issues now

I haven't seen anything posted here or on Reddit about UPS issues, but I've noticed mine tanking here and there on really early progression (haven't even built purple science) where it absolutely wouldn't have, before (a year ago). Although I am playing on a custom map with large amounts of resource...
by Factory Lobster
Fri Jul 21, 2017 1:07 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 3726

Re: Teleporters

Well, we have cars (and tanks) and trains already, so getting from one side of the base to another isn't impossible, but when you have some really damn big maps, it can take a while even traveling straight there on your fastest train. 6 exoskeletons makes cars and tanks obsolete for character trans...
by Factory Lobster
Fri Jul 21, 2017 12:54 pm
Forum: Balancing
Topic: Advanced circuit craft time is too long / unbalanced need
Replies: 8
Views: 1761

Re: Advanced circuit craft time is too long / unbalanced need

Ok, maybe "Kilobase" would be a better term ;) Is there an agreed upon threshold for "Megabase"? I used to kinda think of it as 1 rocket per minute, which is about 2x what you need for 10 science/sec but requires a similar base size because of the other science packs. I'd consider a rocket every 10...
by Factory Lobster
Fri Jul 21, 2017 11:17 am
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 4919

Re: [0.15] Research pack changes - too complex/difficult

I realize this thread is a few months old, but in lieu of making a new thread I decided to add my input here. Iron cost versus everything else is absurd. It would greatly improve the game experience if Iron wasn't needed in 3-4x the quantities of other ores. I've gone through a few million iron so ...
by Factory Lobster
Thu Jul 20, 2017 3:45 pm
Forum: Balancing
Topic: Advanced circuit craft time is too long / unbalanced need
Replies: 8
Views: 1761

Re: Advanced circuit craft time is too long / unbalanced need

Your "recommended basic amount" of 2 blue belts is WAAY overkill for anything other than a megabase. At that level, you're talking in the ballpark of 8-10 science/sec. If you want to build a megabase, expect to need a lot of assemblers. ;) If you consider a factory slightly larger than what you nee...
by Factory Lobster
Wed Jul 19, 2017 3:18 pm
Forum: Balancing
Topic: Advanced circuit craft time is too long / unbalanced need
Replies: 8
Views: 1761

Advanced circuit craft time is too long / unbalanced need

I understand that the 6 second craft time for advanced circuits is supposed to serve as a middle ground between .5 seconds for electronic circuits and 10 seconds for processing units. However, in the late game, advanced circuits are almost needed in quantities as much as electronic circuits. For a w...
by Factory Lobster
Wed Jul 19, 2017 1:07 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 3726

Re: Teleporters

I necroposted for the reasons stated above, and because it's actually a suggestion with a Kovarex response (rare).

Anyway.

Do people feel that it is too powerful, even if severely restricted? As in, being able to even use it once every 5 minutes for player transportation only is too much?
by Factory Lobster
Tue Jul 18, 2017 5:53 pm
Forum: Ideas and Suggestions
Topic: Final tier Metal!!
Replies: 2
Views: 370

Re: Final tier Metal!!

Unobtainium?
by Factory Lobster
Tue Jul 18, 2017 4:30 pm
Forum: Ideas and Suggestions
Topic: Research overwhole
Replies: 7
Views: 864

Re: Research overwhole

Qon wrote:The ideas are just broken in so many ways that it's just a waste of time to list them all and your idea has no benefits.
Reminded me of this https://www.youtube.com/watch?v=WtNHuqHWefU
by Factory Lobster
Tue Jul 18, 2017 1:47 pm
Forum: Balancing
Topic: Pump recipe correction
Replies: 16
Views: 2983

Re: Pump recipe correction

Fuel-based pumpjacks could consume some of their own oil production to power themselves.
by Factory Lobster
Mon Jul 17, 2017 8:27 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 3726

Re: Teleporters

+1

Player teleporters, please. End game, after everything has been researched. Massive energy requirement, can't teleport non-living things (other than your gear or inventory). Put a cool down on it, if you have to.
by Factory Lobster
Mon Jul 17, 2017 8:09 pm
Forum: Ideas and Suggestions
Topic: Fill target with inserters
Replies: 12
Views: 1330

Re: Fill target with inserters

After you find a way to overfill assembling machines with stuff so that they have no downtime, you'll find yourself wanting a way to have even faster machines to process all that overfilling. And then you'll want faster assembling machines because with the overkill new speed of your machines, you'l...
by Factory Lobster
Mon Jul 17, 2017 3:27 pm
Forum: Ideas and Suggestions
Topic: Switch on/off hand crafting per item
Replies: 22
Views: 2312

Re: Switch on/off hand crafting per item

Running around all the time can get frustrating, but sometimes in games we need to struggle at the beginning to truly appreciate the progress later.
by Factory Lobster
Mon Jul 17, 2017 3:16 pm
Forum: Ideas and Suggestions
Topic: Switch on/off hand crafting per item
Replies: 22
Views: 2312

Re: Switch on/off hand crafting per item

I've seen others share this same idea, but it seems to complicate the game even more. After having just successfully done a Lazy Bastard run, I better appreciate the value of automating supplies and having them go into chests. If you want to craft something that requires yellow belts but don't want ...
by Factory Lobster
Mon Jul 17, 2017 2:48 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 172
Views: 24550

Re: Electric trains

Or they could implement the Minecraft solution: powered rail. Just add copper to the crafting recipe and give the track a slightly different look.

Edit: off topic, but I see we became members of this forum only 19 minutes apart. Funny.
by Factory Lobster
Mon Jul 17, 2017 2:43 pm
Forum: Ideas and Suggestions
Topic: Let us give names to Logistic Networks, please
Replies: 5
Views: 549

Re: Let us give names to Logistic Networks, please

Splitting: The names of each split-off network either stay the same or are split into name-1, name-2, name-3, etc. I prefer the former. I think the concept of splitting networks makes the most sense, rather than merging them. Then you don't have to worry about roboport placement at all, just put do...
by Factory Lobster
Thu Jul 13, 2017 10:28 pm
Forum: Ideas and Suggestions
Topic: 5th Logistics Box (Filtered Yellow-or-Red)
Replies: 12
Views: 968

Re: 5th Logistics Box (Filtered Yellow-or-Red)

Why not just have a logistic chest with programmable conditions, like how automated train instructions work at train stops? For example, if solar panels = 0 then the chest becomes a requester chest. If solar panels = 4800 then the chest becomes a provider chest. Wow! I didn't know you could do that...

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