Search found 12 matches
- Fri Sep 29, 2023 6:38 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78461
Re: Friday Facts #378 - Trains on another level
Officially lost their minds with space and train bridges. Stop. Start working on Factorio 2 using unreal engine 5, slap Satisfactory around.
- Wed Feb 11, 2015 4:16 pm
- Forum: Show your Creations
- Topic: My rail-connected specialized-factories campaign (so far)
- Replies: 11
- Views: 11699
Re: My rail-connected specialized-factories campaign (so far
I believe I have something like 20 trains, but I have had to have two rails going in each direction to accommodate all the trains. I also had to get rid of most of the circles, as it took too long for the trains to pass through them. I tried updating to one of the newer versions, but it doesn't see...
- Wed Feb 11, 2015 1:58 am
- Forum: Ideas and Suggestions
- Topic: Sneak Biter
- Replies: 1
- Views: 1139
Sneak Biter
Avoids turrets, ignores player. Targets chests. Can scale walls but triggers an alarm. Walls should slow it down while climbing. This is largely for gameplay balance, jumping walls would be cooler but has less strategic possibilities. The result is the player has to fortify stockpiles, consider seco...
- Wed Feb 11, 2015 1:53 am
- Forum: Ideas and Suggestions
- Topic: Care Packages
- Replies: 0
- Views: 711
Care Packages
Random crate drops from orbit. Require a vehicle with cargo room to transport (tank). Always drops away from your base, sometimes very far. Has a beacon and pings on your map periodically to help you find it. Has to be worth it, like a cache of the highest level modules or some other resource intens...
- Wed Feb 11, 2015 1:49 am
- Forum: Ideas and Suggestions
- Topic: Fueled launch pad & trade
- Replies: 0
- Views: 904
Fueled launch pad & trade
I'd love to see the ability to craft and place a launch pad. It requires fuel, perhaps a new mixture of rocket fuel, or finally a real purpose for tons and tons of solid fuel. It allows for randomly generated "missions" to launch requested resources. Maybe a new system assigns a monetary v...
- Thu Jan 29, 2015 8:33 pm
- Forum: Show your Creations
- Topic: A good starting base, full scalability
- Replies: 7
- Views: 51663
Re: A good starting base, full scalability
Nice start! A heck of a lot better than my first few tries :) The advise everyone has provided is really good, and I can only agree with it. One thing I noticed, which isn't really a big deal, sense I'm sure your planning to add more labs later, but 3 red/green pack factories is far more than you n...
- Tue Jan 27, 2015 5:12 pm
- Forum: Show your Creations
- Topic: A good starting base, full scalability
- Replies: 7
- Views: 51663
Re: A good starting base, full scalability
Wow great posts, thanks. This game would be a good educational tool lol. I am running all my production back up and out because I don't know what I'll need in the future (I've yet to research everything). I'll probably have to delete several long rows of belt that ended up serving no purpose. I goog...
- Tue Jan 27, 2015 1:49 am
- Forum: Ideas and Suggestions
- Topic: Picture-in-Picture for events
- Replies: 7
- Views: 2841
Re: Picture-in-Picture for events
A camera, which "sees" everything in it's area. More or less like an advanced radar. It records every event and you can "replay" them. But you can also see the live view and use it, for ghost-placing or blue-printing. That sounds really complicated and of questionable benefit.. ...
- Mon Jan 26, 2015 11:07 pm
- Forum: Show your Creations
- Topic: A good starting base, full scalability
- Replies: 7
- Views: 51663
A good starting base, full scalability
Simply put, I love this game. It's the only game in a long long time that I will wake up in the middle of the night and make a note of something to try or some solution to a problem. Anyhoo here is my starting base design after 4-5 games and thinking of long term scalability. It's a classic tree des...
- Mon Jan 26, 2015 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Floors and other shift
- Replies: 10
- Views: 5561
Re: Floors and other shift
If the main character gets to build a house, gonna need some farming / food processing to go along with it
- Mon Jan 26, 2015 10:27 am
- Forum: Ideas and Suggestions
- Topic: Simplified / Tactical View when zoomed out
- Replies: 3
- Views: 1360
Simplified / Tactical View when zoomed out
Once you zoom out far enough the terrain turns solid white (for example) and all structures, belts, resources, enemies and so on get a very simplified representation (like icons). It should basically make your setup into a schematic view. Should be able to toggle off / on in options and set trigger ...
- Mon Jan 26, 2015 10:23 am
- Forum: Ideas and Suggestions
- Topic: Picture-in-Picture for events
- Replies: 7
- Views: 2841
Picture-in-Picture for events
When biters attack one of your structures a picture-in-picture pops up showing you what's going on. In the options there should be something to enable or disable this, and an option to close the pip automatically after a few seconds or only manually by clicking on the X. If you are really ambitious ...