In light of the devs adding more visible consequences of pollution, I would like to suggest weather.
Weather will affect the player and the player's environment/factories.
Regular Weather:
Sunny: Solar panels will work at their maximum in this type of weather.
Cloudy Solar panels will be ...
Search found 10 matches
- Tue Jul 28, 2015 12:45 am
- Forum: Ideas and Suggestions
- Topic: Weather & Pollution's Effects on it
- Replies: 8
- Views: 17636
- Sat Jul 11, 2015 4:15 am
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 79950
Re: Friday facts #94 - No 0.12 Release today
I can keep waiting for 11.22
I have a T-Shirt idea
>T-Shirt with a module on the front of it. The text below it would be "Working at maximum (Whatever the module on the T-Shirt is, like efficiency)"
>T-Shirt with a lab on the front of it, with text like "this isn't rocket science" or something of ...
I have a T-Shirt idea
>T-Shirt with a module on the front of it. The text below it would be "Working at maximum (Whatever the module on the T-Shirt is, like efficiency)"
>T-Shirt with a lab on the front of it, with text like "this isn't rocket science" or something of ...
- Wed May 06, 2015 12:06 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 182015
Re: RTS direction
RTS mode could be a possible function for the space stage of factorio.
Imagine this, you left that planet with enraged biters and spitters hammering at your factory. You will STILL need a viable amount of land to get the colonists on the planet. Since you(the player) are no longer on the planet ...
Imagine this, you left that planet with enraged biters and spitters hammering at your factory. You will STILL need a viable amount of land to get the colonists on the planet. Since you(the player) are no longer on the planet ...
- Sat May 02, 2015 12:36 am
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 47131
Re: Friday Facts #84 The wedding day preprations
I have an idea for the behemoth!
Considering they are to replace hordes of big biters ( which is a very good bit into the game) why not put out a small chance of a behemoth attempting to "colonize" near the player's base. They will be aggressively try to get closer and closer to the player base ...
Considering they are to replace hordes of big biters ( which is a very good bit into the game) why not put out a small chance of a behemoth attempting to "colonize" near the player's base. They will be aggressively try to get closer and closer to the player base ...
- Sun Apr 26, 2015 7:37 pm
- Forum: Show your Creations
- Topic: Defense Creations & Solution to Spitters
- Replies: 10
- Views: 20027
Defense Creations & Solution to Spitters
I made this thread to post my defense against the spitters and for you wonderful people to show your ways to deal with the enemies.
*NOTE: I buffed the enemies on the world gen. to stress test my set up, and to play dangerously ;)
Initially I started my research by finding the range of Spitters ...
*NOTE: I buffed the enemies on the world gen. to stress test my set up, and to play dangerously ;)
Initially I started my research by finding the range of Spitters ...
- Fri Apr 17, 2015 1:19 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 148763
Deep Drills, Underground Resources & Fill Dirt
Moved from suggestions -- ßilk
Reason for the idea: It seems like mining drills only scratch the surface of the ore deposit and I feel like there could be more underneath the surface.
Currently in the game:
>Resources disappear once exhausted
>Small water ponds are annoying to walk around/work ...
Reason for the idea: It seems like mining drills only scratch the surface of the ore deposit and I feel like there could be more underneath the surface.
Currently in the game:
>Resources disappear once exhausted
>Small water ponds are annoying to walk around/work ...
- Sun Apr 05, 2015 4:55 am
- Forum: Ideas and Suggestions
- Topic: Ecology of the Angry Angry Isopods
- Replies: 7
- Views: 4633
Re: Ecology of the Angry Angry Isopods
By the way, the wiki calls the biters arthropods, but they look like isopods to me. Arthropods are everything from scorpions to butterflies. Isopods are a smaller, more specific group of arthropods that look like the biters. Does anyone have any information that agrees or disagrees with that?
I ...
- Sun Apr 05, 2015 4:39 am
- Forum: Ideas and Suggestions
- Topic: An enemy that'll make a nest out of your base!
- Replies: 9
- Views: 6047
Re: An enemy that'll make a nest out of your base!
- what about the worms?
It's also kind of interesting, how good the other suggestion matches with this one https://forums.factorio.com/forum/viewtopic.php?f=6&t=9418
I did read that suggestion before creating my suggestion. It may have influenced some parts of it to be honest :)
I completely ...
- Sat Apr 04, 2015 9:20 am
- Forum: Ideas and Suggestions
- Topic: An enemy that'll make a nest out of your base!
- Replies: 9
- Views: 6047
Re: An enemy that'll make a nest out of your base!
Question: where do the stingers came from? I mean: in the beginning there are no players buildings, where they are then?
If I were to put an origin of the stinger, I'd say it is a migratory predator, nesting were ever food is plenty and housing is available.
In the beginning, there were biter ...
- Sat Apr 04, 2015 6:48 am
- Forum: Ideas and Suggestions
- Topic: An enemy that'll make a nest out of your base!
- Replies: 9
- Views: 6047
An enemy that'll make a nest out of your base!
After playing the game for a long time I feel like I have an idea for changing up enemies and defense.
It would be interesting to see a wasp-like enemy, they make a small nestand then expanding as it grows.
The base of the idea goes on this. Some parts of a players base are left undefended (mostly ...
It would be interesting to see a wasp-like enemy, they make a small nestand then expanding as it grows.
The base of the idea goes on this. Some parts of a players base are left undefended (mostly ...