Search found 29 matches
- Sun Aug 30, 2015 10:56 am
- Forum: Ideas and Suggestions
- Topic: Train barriers - underground trains
- Replies: 7
- Views: 4884
Re: Train barriers - underground trains
What about having two modes for walking? Using the keyboard should remain the same. If you want to move onto a train track and stay there, you are free to do so, and the train is free to run over you at maximum speed. Right clicking (or left clicking) on the ground, outside of your building range, c...
- Fri Aug 21, 2015 2:48 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222257
Re: Support - Uranium Power
I know, and I like the uranium bullets, and I also know that they don't explode or irradiate, they are just so powerful as if they did. I also know that for balance reasons something which is rare and hard to produce should be very powerful, I just had the feeling that they are unrealistically power...
- Thu Aug 20, 2015 3:15 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222257
Re: Support - Uranium Power
While I like the depleted uranium bullets, I think they are a little bit unrealistically overpowered. Uranium in bullets is only useful because of its density. It's not radioactive in any significant way. I might give you heavy metal poisoning, but so can tungsten or lead. Contrary to some movies an...
- Mon Aug 17, 2015 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Player Equipment
- Replies: 6
- Views: 2944
Re: Player Equipment
Why should a binocular cost more than a laser turret?
- Sun Aug 16, 2015 4:23 pm
- Forum: Modding help
- Topic: How to handle a new resource or item (used by other mods) ?
- Replies: 2
- Views: 2234
Re: How to handle a new resource or item (used by other mods) ?
Thank you for the hint!
I'm still at learning the very basics, so it will take some time to get to the point of implementing it, but now at least I have one less worry about the feasibility of my idea.
I'm still at learning the very basics, so it will take some time to get to the point of implementing it, but now at least I have one less worry about the feasibility of my idea.
- Sun Aug 16, 2015 3:10 pm
- Forum: Modding help
- Topic: How to handle a new resource or item (used by other mods) ?
- Replies: 2
- Views: 2234
How to handle a new resource or item (used by other mods) ?
I'm thinking on creating a mod, but there is a dilemma I don't know how to solve. My mod would require a new resource type and a few new items. However, this new resource type is already used in at least one mod. (Fluorine, used by the Uranium Power mod). I guess the simplest way would be to just no...
- Fri Jul 31, 2015 7:24 pm
- Forum: Implemented Suggestions
- Topic: Circuit network sending warning messages
- Replies: 6
- Views: 3003
Re: Circuit network sending warning messages
True, but a custom warning message (sending the output of a circuit network) could be much more flexible than just showing the amount of raw ore in a deposit.johanwanderer wrote:There's also the resource monitor mod.
- Fri Jul 31, 2015 7:22 pm
- Forum: Implemented Suggestions
- Topic: Circuit network sending warning messages
- Replies: 6
- Views: 3003
Re: Circuit network sending warning messages
What if I'm very far from it?ratchetfreak wrote:you can use the circuit network combinators and lights for that
- Fri Jul 31, 2015 2:28 pm
- Forum: Implemented Suggestions
- Topic: Circuit network sending warning messages
- Replies: 6
- Views: 3003
Circuit network sending warning messages
When a factory is very large, especially if it has many locations, it would be useful to have something like a pager. I would want to know when a raw material starts to run out in a distant outpost, and not only discovering it when all my buffers at the main factory are empty and production grinds t...
- Thu Jul 30, 2015 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 6975
Re: Rail that pathfinding sees as 100 units long instead of 1
A much simpler solution would be to implement waypoints, which could be added like train stops. Or we could change the train stop so that if we set zero as the time, the train should just drive through without stopping at all. Much more intuitive than a special piece of rail we later forget about an...
- Thu Jul 30, 2015 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 11268
Re: Improving replayability
The main issue with re-playability is not the land, its that assemblers, inserters, belts, etc all work the same way. Once you figure out how to maximize them the first time, there isn't much else to learn and discover. It could still help if different maps forced you to build different factories, ...
- Mon Jul 27, 2015 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 11268
Re: Improving replayability
Could we please get back to the original topic? The properties of the map have almost no influence upon the actual gameplay. We could discuss whether this is an issue or not, and what possible measures could be taken in this regard. The two solutions I found so far, are 1. Having items only availabl...
- Sat Jul 25, 2015 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Alien Factions
- Replies: 2
- Views: 1435
Re: Alien Factions
Do you mean species as other than the biters/spitters/worms? For example, sapient aliens? Because when you wrote about attacking "each other's nests" it seemed you were just referring to biters belonging to different factions.
- Sat Jul 25, 2015 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 15442
Re: Better train logic (smarter alternative route finding)
To the topic of allowing players to influence the route: the simplest way would be to just change the train stop so that if I set a time of zero, the train should not slow down at all, just drive through. Currently, when I set time to 0 seconds, the train still slows down, stops, and immediately sta...
- Sat Jul 25, 2015 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 11268
Re: Improving replayability
True, but the differentiation is between installing the mod or not installing it, and not within two games played using the same mod.orzelek wrote:Any of big conversion mods - bob's, DyTech or 5dim will give you another replay with different conditions - especially for late game.
- Sat Jul 25, 2015 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 11268
Re: Improving replayability
While the Homeworld Mod could indeed improve replayability, it is still a very late-game thing. The first dozen hours or more would play out completely the same. Maybe with mixing it with different ore types, some of which completely absent at world-generation, we could shift the differentiation to ...
- Sat Jul 25, 2015 11:51 am
- Forum: Ideas and Suggestions
- Topic: Improving replayability
- Replies: 24
- Views: 11268
Improving replayability
<tl;dr> No matter how randomly generated a map is, it doesn't have enough influence on the gameplay, making the playing of each map too similar </tl;dr> When I first started playing Factorio, I was amazed, and spent many hours building my first factories. However, after starting a third game, a hor...
- Sat Jul 25, 2015 7:56 am
- Forum: Ideas and Suggestions
- Topic: Add physics to Trains, and support for more Wagon options
- Replies: 2
- Views: 3262
Re: Add physics to Trains, and support for more Wagon options
What about a smaller, weaker, slightly slower shunter locomotive, which would be accessible maybe a little earlier, so that one could start to build a railroad a little bit sooner. It should become significantly slower if pulling more than two wagons. A Köf-lookalike would also fit well into the the...
- Sat Jul 25, 2015 7:43 am
- Forum: Ideas and Suggestions
- Topic: Time indication when a vein will be exhausted
- Replies: 17
- Views: 4811
Re: Time indication when a vein will be exhausted
You could average the last 10 minutes and make an estimate based on that. It will surely not be very accurate, but it would still be useful as an indicator. GPS systems also calculate approximate arrival time, although it can highly depend on traffic. It could even display two numbers, one for the m...
- Thu Jul 23, 2015 4:56 pm
- Forum: Off topic
- Topic: The Battle of 100 Freeciv AIs
- Replies: 9
- Views: 19888
Re: The Battle of 100 Freeciv AIs
It's easy to write an AI for Factorio. The most challenging part of the game is designing efficient layouts, which can be pre-programmed into the AI. If the map conditions are favorable then yes, but with jagged coasts and big rocks at random locations a simple pre-programmed layout might easily fa...