Search found 20 matches
- Mon Mar 02, 2015 11:58 am
- Forum: General discussion
- Topic: Endgame concerns[POLL]
- Replies: 46
- Views: 24249
Re: Endgame concerns[POLL]
I am very worried about the whole endgame subject, especially as until now I have loved the direction of the game. The current endgame concept does not seem to fit very well with the rest of the game. If it would be my call I would consider the whole game concept once again and specify another ...
- Thu Feb 13, 2014 7:07 pm
- Forum: News
- Topic: Friday Facts #20 The release buzz
- Replies: 79
- Views: 57432
Re: Friday Facts #20 The release buzz
I was convinced by the demo and I like buying games early in the dev-process. Firstly because I hope to stimulate the creators and secondly, I love getting the updates and see how the game progresses.
As for the low conversion rates; I think a tutorial mode should be more evident and more of a ...
As for the low conversion rates; I think a tutorial mode should be more evident and more of a ...
- Thu Oct 31, 2013 10:32 am
- Forum: News
- Topic: Random Ramblings #8
- Replies: 15
- Views: 20423
Re: Random Ramblings #8
Just for the record; Democrats in the US are not socialists at all. They are on par with conservative parties in Europe. The US does not have a left political wing.
- Fri Sep 27, 2013 9:20 am
- Forum: Ideas and Suggestions
- Topic: Tool for mining belts
- Replies: 5
- Views: 9119
Re: Tool for mining belts
I am going to have to change my opinion on this. I have played with the deconstruction nano-bot mod (forgot its name). I hardly used it, since it was too expensive in terms of nano-bot costs.
I noticed in my latest replay that deciding what to take down and where to put up new things was heavily ...
I noticed in my latest replay that deciding what to take down and where to put up new things was heavily ...
- Fri Sep 27, 2013 9:14 am
- Forum: Ideas and Suggestions
- Topic: Adjustable Splitter
- Replies: 11
- Views: 14493
Re: Adjustable Splitter
I have no need for such a splitter, because I always rely on fully backed up belts, but as a high tier thingie; why not?
I would probably rename the splitter and call it "redistributor" or something similar. The way it works now, it does not split the stream left/right into two.
If you put coal ...
I would probably rename the splitter and call it "redistributor" or something similar. The way it works now, it does not split the stream left/right into two.
If you put coal ...
- Fri Sep 27, 2013 9:05 am
- Forum: Implemented Suggestions
- Topic: Smart Belts
- Replies: 4
- Views: 7893
Re: Smart Belts
Of course such setups are loads of fun. I have tried a few times, but eventually it fails, because one resource is always going to be more prevalent than others.
I can imagine the following solution:
The products on the belts now stay on belt when the belt ends. The belt just moves under the ...
I can imagine the following solution:
The products on the belts now stay on belt when the belt ends. The belt just moves under the ...
- Mon Sep 09, 2013 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for creeper types
- Replies: 35
- Views: 18737
Re: Ideas for creeper types
This changes the gameplay quite significantly and imho makes it more interesting. It is not enough to fortify couple of labs anymore. Instead the player needs to protect his factory on a larger scale. Making a large mining facility requires defending it. In the future there will be possibilities ...
- Mon Sep 09, 2013 1:18 pm
- Forum: Balancing
- Topic: Pause game when recipe screen is up
- Replies: 11
- Views: 17740
Re: Pause game when recipe screen is up
I actually like the system as it is. You can remove all GUI with the press of a single key or have all info you need by pressing that same key.
Obviously, I do not want to stop crafting and producing as soon as I open my inventory. This is logical in an RPG, but I do not think it would make sense ...
Obviously, I do not want to stop crafting and producing as soon as I open my inventory. This is logical in an RPG, but I do not think it would make sense ...
- Mon Sep 09, 2013 12:07 pm
- Forum: Releases
- Topic: Factorio in the library
- Replies: 20
- Views: 22395
Re: Factorio in the library
As for local businessmen-tips: Those are best ignored. I work in a highly innovative field in a rather big company and we get such "businessmen" here all the time. They never contribute anything, they hardly ever produce anything innovative. Some of them do not even have money or are not even ...
- Mon Sep 09, 2013 10:29 am
- Forum: Outdated/Not implemented
- Topic: Better description for beacon
- Replies: 4
- Views: 4498
Re: Better description for beacon
Oh my, I never knew what it was needed for. I had produced one and placed it as kind of a decorative item *lol*
- Mon Sep 09, 2013 10:28 am
- Forum: Ideas and Suggestions
- Topic: Stack or dock factories?
- Replies: 8
- Views: 11462
Re: Stack or dock factories?
I am not into the whole modding system for Factorio; Is this something that could be modded into the game? I am willing to have a go at it ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Mon Sep 09, 2013 7:58 am
- Forum: Ideas and Suggestions
- Topic: Ideas for creeper types
- Replies: 35
- Views: 18737
Re: Ideas for creeper types
I think it would be pretty easy to keep an up to date map of "defense strength" that is used by the AI to coordinate its attack.
What the enemies lack is an army![Wink ;)](./images/smilies/icon_e_wink.gif)
What the enemies lack is an army
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Mon Sep 09, 2013 7:55 am
- Forum: Outdated/Not implemented
- Topic: Modification of inserters. Separate input/output direction.
- Replies: 7
- Views: 12108
Re: Modification of inserters. Separate input/output directi
Oh thank you sir. I am well aware these are just suggestions ;)
I actually love Factorio as it is now. It is unfinished, but playable and provides a lot of fun. Especially seeing new stuff implemented. I love seeing how it influences the game and how you play it differently after it is updated etc ...
I actually love Factorio as it is now. It is unfinished, but playable and provides a lot of fun. Especially seeing new stuff implemented. I love seeing how it influences the game and how you play it differently after it is updated etc ...
- Mon Sep 09, 2013 7:49 am
- Forum: Ideas and Suggestions
- Topic: Tool for mining belts
- Replies: 5
- Views: 9119
Re: Tool for mining belts
I think this is an excellent idea, however I would implement it a bit differently, so that it serves more than one purpose and extends the game also in other places.
There should be a tool, perhaps a wrench, that once you click on it with something, it is "mined" and then placed as an item on the ...
There should be a tool, perhaps a wrench, that once you click on it with something, it is "mined" and then placed as an item on the ...
- Sun Sep 08, 2013 7:46 pm
- Forum: Outdated/Not implemented
- Topic: Modification of inserters. Separate input/output direction.
- Replies: 7
- Views: 12108
Re: Modification of inserters. Separate input/output directi
Yes, even that would be very helpful, although I think the best solution would still be to have two arrows to control. Perhaps only having the 180 degree and 90 degree angle would be more than enough. It probably is.
This would also make sense for the long-arm inserters: Now you can not use them ...
This would also make sense for the long-arm inserters: Now you can not use them ...
- Sun Sep 08, 2013 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for creeper types
- Replies: 35
- Views: 18737
Re: Ideas for creeper types
I am all for any type of variation in the enemies. I honestly do not care much, because I will kill 'em all anyways lol.
But realistically speaking, imagine you go visit another planet where there is intelligent life. Imagine it is hostile and technologically advanced. Why would they attack the way ...
But realistically speaking, imagine you go visit another planet where there is intelligent life. Imagine it is hostile and technologically advanced. Why would they attack the way ...
- Sun Sep 08, 2013 7:27 pm
- Forum: Implemented Suggestions
- Topic: More Stats?
- Replies: 13
- Views: 7330
Re: More Stats?
I would like to be able to select a specific area of my factory and see the stats on throughput. Items per second, perhaps after a sliding average filter (as is done with the electrical power network).
The reason I would like to have this is that I want to be able to evaluate and improve my design ...
The reason I would like to have this is that I want to be able to evaluate and improve my design ...
- Sun Sep 08, 2013 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Stack or dock factories?
- Replies: 8
- Views: 11462
Re: Stack or dock factories?
I would like to see factories on wheels, sort of like in the Game of Life. These would get transport belts running into them that provide them with all materials to create more transport belts. The factory moves; extends the transport belts behind it and moves again. Rinse and repeat ;)
Ideally you ...
Ideally you ...
- Sun Sep 08, 2013 5:20 pm
- Forum: Outdated/Not implemented
- Topic: Modification of inserters. Separate input/output direction.
- Replies: 7
- Views: 12108
Modification of inserters. Separate input/output direction.
In some suggestion threads on the forum there is mention of how there need to be bigger chests so that it would be easier to use more inserters to get things in and out of these chests.
I think increasing the size of chests or having a kind of silo is an ugly solution. (Except for maybe a silo that ...
I think increasing the size of chests or having a kind of silo is an ugly solution. (Except for maybe a silo that ...
- Sun Sep 08, 2013 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 41050
Re: Idea for the goal in the late game - supply ships on orb
I have not read the whole thread, but if the initial story is an accident during colonization of another planet then I think there is a logical story line that could be followed. It also has implications for the game elements that should be there (some of which are not there yet).
When you colonize ...
When you colonize ...