Search found 14 matches
- Fri Sep 08, 2023 11:55 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 198950
Re: Friday Facts #375 - Quality
I actually don't like this. The RPG-like quality names look stupid enough, but even if you rename them, you have just created a tiering system on top of another two tiering systems: the natural game progression (assmebly machine 1 -> 2 -> 3) and modules. While this can create a late game mechanic, t...
- Sun Oct 25, 2020 6:43 am
- Forum: Ideas and Suggestions
- Topic: Pollution clouds /Smog
- Replies: 6
- Views: 2476
Re: Pollution clouds
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.
- Thu Oct 22, 2020 11:58 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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...
- Wed Oct 21, 2020 5:36 am
- Forum: Ideas and Suggestions
- Topic: Right click with deconstruction planner to blacklist items.
- Replies: 9
- Views: 2302
Re: Right click with deconstruction planner to blacklist items.
+1, I can actually remember times where this would've been extremely useful.
- Tue Oct 20, 2020 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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 ...
- Tue Oct 20, 2020 11:00 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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 ...
- Tue Oct 20, 2020 10:29 am
- Forum: Ideas and Suggestions
- Topic: Barrels and loading of liquid (gas)
- Replies: 3
- Views: 1489
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...
- Tue Oct 20, 2020 10:07 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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...
- Tue Oct 20, 2020 8:09 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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...
- Tue Oct 20, 2020 7:35 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 24
- Views: 8715
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...
- Fri Jun 05, 2020 12:11 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 58408
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
- Sun Oct 20, 2019 10:02 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 36711
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...
- Sun Oct 20, 2019 9:24 am
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 36711
- Wed Sep 18, 2019 7:11 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128689
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...