Search found 13 matches

by PaqpuK
Sun Oct 25, 2020 6:43 am
Forum: Ideas and Suggestions
Topic: Pollution clouds /Smog
Replies: 6
Views: 488

Re: Pollution clouds

ssilk wrote:
Sun Oct 25, 2020 6:19 am
How does a pollution cloud look like in Factorio? Because this could be too easily mixed up with the pollution cloud, displayed in alt-mode in map-view.
Maybe just make areas with high pollution permanently dark as if it was at night? It could force the player to make more use of lamps.
by PaqpuK
Thu Oct 22, 2020 11:58 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Re: Biters using themselves as landfill

My two cents: - they might only go into this “landfill mode”, when the pollution is above some level - cries for being a mod first. :) Neat idea with the pollution, it would also mean if you keep your pollution in check, you don't have to worry about these 'corpse-bridges' at all, and only defend y...
by PaqpuK
Wed Oct 21, 2020 5:36 am
Forum: Ideas and Suggestions
Topic: Right click with deconstruction planner to blacklist items.
Replies: 9
Views: 616

Re: Right click with deconstruction planner to blacklist items.

+1, I can actually remember times where this would've been extremely useful.
by PaqpuK
Tue Oct 20, 2020 7:42 pm
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Re: Biters using themselves as landfill

I find the idea intriguing, but here's a question: What would prevent the biters from eventually filling up every single body of water on the map, except possibly the ones within your walls? Yeah, I didn't think of that, but defending the water supply could actually be a thing! I thought of making ...
by PaqpuK
Tue Oct 20, 2020 11:00 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Re: Biters using themselves as landfill

Obviously it would not be an impassable zone, deaths would just give a penalty to the path finder distance, just like water. If it truly became considered impassable (permanently seems implied with this phrasing) then eventually you would always be on an "island", even on a world without ...
by PaqpuK
Tue Oct 20, 2020 10:29 am
Forum: Ideas and Suggestions
Topic: Barrels and loading of liquid (gas)
Replies: 3
Views: 408

Re: Barrels and loading of liquid (gas)

So, you want loading or unloading barrels be universal for any liquid, so potentially you have a setup like this work: ------>|Pump1|>--------- ^ Oil | -------->|ClearPump|>>|Assembler|-> Oil or Petroleum barrel | ^Universal fill barrel recipe ------>|Pump2|>--------- ^ Petroleum So you could turn o...
by PaqpuK
Tue Oct 20, 2020 10:07 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Re: Biters using themselves as landfill

Using strategy is an "exploit"? Also the only thing this accomplishes is that the player needs to make a full defense line a bit earlier. But it will be just as impenetrable as any choke point defense, just more expensive. This wouldn't accomplish much at all except make the natives requi...
by PaqpuK
Tue Oct 20, 2020 8:09 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Re: Biters using themselves as landfill

Like some ants make bridges or rafts with their own bodies for the army to cross water (search for floating ants images). https://i.gifer.com/1vxh.gif Aw yeah, cliffs too, same premise, just let them build body-bridges. Didn't think about cliffs because I always turn them to a minimum when creating...
by PaqpuK
Tue Oct 20, 2020 7:35 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 1345

Biters using themselves as landfill

TL;DR I want biters to drown themselves in case they can't pathfind through water and eventually create a biter-corpse landfill that they can cross. What ? Factorio's water gives the player the biggest exploit against the game's only dynamic threat - biters. By carefully planning where to expand in...
by PaqpuK
Fri Jun 05, 2020 12:11 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 26989

Re: Friday Facts #350 - Electric mining drill redesign

It may sound rude, but the original always looked kinda dumb to me. So this is really awesome, it does look very authentic now. Would be interesting to see the animations at max speed :D
by PaqpuK
Sun Oct 20, 2019 10:02 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 14542

Re: Friday Facts #317 - New pathfinding algorithm

Can it be solved by just reducing the collision hitbox of trees? I know a lot of people use mods for that already. That may come bundled with other issues , though. :-) Hmmm, would it be too hard to separate those hitboxes? Is it hardcoded in? I don't like squeak through (because imo you need to th...
by PaqpuK
Sun Oct 20, 2019 9:24 am
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 14542

Re: Friday Facts #317 - New pathfinding algorithm

Oxyd wrote:
Fri Oct 18, 2019 12:04 pm

Also, the biggest hurdle for the base pathfinder now is something very relatable to everyone: Trees.
Can it be solved by just reducing the collision hitbox of trees? I know a lot of people use mods for that already.
by PaqpuK
Wed Sep 18, 2019 7:11 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 48093

Re: Friday Facts #309 - Controversial opinions

I know this was posted almost a month ago, but I took a break from factorio and wanted to check out what the team is up to now. So here's what I think: >Inserters should not chase items Yes, totally agree, do it. >Blueprint import/export should be a modded feature I think it should be up to the play...

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