Search found 81 matches
- Sat Nov 24, 2018 8:25 pm
- Forum: Ideas and Suggestions
- Topic: new filter to the deconstruction planner - unused building/miners
- Replies: 1
- Views: 1161
Re: new filter to the deconstruction planner - unused building/miners
Unused miners sounds sensible enough. Unused buildings - I'm not sure how you'd determine that, as assemblers etc never truly become useless where they're placed, and some may have a very slow but nonzero rate of use.
- Fri Nov 23, 2018 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Concrete gives HP/armour bonus to buildings
- Replies: 3
- Views: 1750
Concrete gives HP/armour bonus to buildings
Paving materials such as stone, concrete and refined concrete give bonuses to buildings to make them more durable. This could take the form of a HP bonus or an armour bonus. Personally, I'm in favour of the latter. The bonuses could follow the 30% / 40% / 50% pattern of the walk speed bonuses. Somet...
- Sun Jun 04, 2017 1:10 am
- Forum: Ideas and Suggestions
- Topic: Rename "Used up uranium fuel cell"
- Replies: 9
- Views: 3969
Re: Rename "Used up uranium fuel cell"
"Spent", I believe, is the correct term.
- Sat May 27, 2017 10:24 pm
- Forum: General discussion
- Topic: intermediate products
- Replies: 4
- Views: 3081
Re: intermediate products
Intermediate products are all the ones that show up in the 'intermediate products' tab. Just because an item is used in a recipe doesn't mean it counts as an intermediate product. As to why they didn't make productivity modules universal, well it beats me. I guess they would be rather overpowered fo...
- Thu May 25, 2017 8:14 am
- Forum: Ideas and Suggestions
- Topic: Map Radar Selection
- Replies: 4
- Views: 2182
Re: Map Radar Selection
This is already in the game. It appears slightly lighter on the map, you may have to remove pollution and logistics to see it.
- Tue May 23, 2017 1:28 am
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20501
Re: Difficulty curve and how to keep players till end game
High attrition rates - low numbers of players making it to endgame content - is common to all games. Half life 2 episode 2 - 6 hour campaign. From memory, 50-60% of players made it to the end. Gears of War 2 - 12 hour campaign. Completion was something like 30-40%. My first go at Factorio had me lau...
- Mon May 22, 2017 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Smoother vehicle control suggestions [0.15]
- Replies: 10
- Views: 2472
Re: Smoother vehicle control suggestions [0.15]
The original suggestion isn't "make driving amazing", it's "make driving less aggravating with a couple of small tweaks". I think the OP's suggestion is valid.JohnyDL wrote:But this isn't a driving game I don't expect it to be amazing at driving.
- Mon May 22, 2017 8:43 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22732
Re: Disable personal bots while moving
I posted a similar idea here: https://forums.factorio.com/viewtopic.php?f=6&t=46392 There are a couple of solutions I can think of to reduce annoying behaviour in robots. -Disable personal robots when you are travelling faster than them -A button that either disables the roboport or recalls all ...
- Fri May 19, 2017 9:16 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32494
Re: Make save game overwrites less dangerous
If you load an auto save, it'll suggest the auto save name next time. Perhaps something to change at the same time, I don't think overwriting auto saves is a good idea. Yes! I've done this before, and kept on going for a while without realising it. Fortunately I only play one map at a time and so d...
- Fri May 19, 2017 6:55 am
- Forum: Ideas and Suggestions
- Topic: Infinite module research
- Replies: 7
- Views: 1741
Re: Infinite module research
I can imagine upgrading productivity modules would throw off the ratios of intermediates for every tier researched, which would be highly upsetting to a certain key demographic of this game... well, when you improve the ratio of a module, you improve all modules at same time, affecting all the rati...
- Thu May 18, 2017 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Infinite module research
- Replies: 7
- Views: 1741
Re: Infinite module research
I can imagine upgrading productivity modules would throw off the ratios of intermediates for every tier researched, which would be highly upsetting to a certain key demographic of this game...
- Tue May 16, 2017 10:41 pm
- Forum: Ideas and Suggestions
- Topic: I hate beacons...
- Replies: 4
- Views: 1794
Re: I hate beacons...
Without beacons, there would be only one solution to late-game factory building - as many as possible in a straight line. With beacons, there is a tradeoff between length, width, cost and energy usage. Unfortunately, as Tamanous pointed out above, the optimal solution seems to be to sandwich rows of...
- Tue May 16, 2017 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Probability-based recipe outputs are independent
- Replies: 5
- Views: 3450
Re: Probability-based recipe outputs are independent
For modding purposes it would make sense to have access to both independent and dependent product probabilities. I can imagine uses for both.
Surely the latter is easy to code though. n=rand(1:1000), IF n</= 7, THEN give u-235, ELSE give U-238.
Surely the latter is easy to code though. n=rand(1:1000), IF n</= 7, THEN give u-235, ELSE give U-238.
- Tue May 16, 2017 1:54 am
- Forum: Implemented Suggestions
- Topic: [0.15.x] Personal Laser Defense - minor improvements
- Replies: 1
- Views: 1200
Re: [0.15.x] Personal Laser Defense - minor improvements
Yes I think the personal defense laser needs to scale. It doesn't necessarily have to scale the same as the laser turret - a separate +10% bonus or something similar will do.
- Mon May 15, 2017 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Additional research topics
- Replies: 0
- Views: 591
Additional research topics
Here are some additional ideas for research techs. Some infinite, some not. Defensive building health: A 10% hp bonus and an integer resistance bonus per tier, applied to walls and turrets. Global health bonus: A small (~5%) hp bonus to all buildings. Finite research only. Logistics robot battery: I...
- Mon May 15, 2017 9:01 am
- Forum: Gameplay Help
- Topic: How to delete empty blueprint?
- Replies: 7
- Views: 9745
Re: How to delete empty blueprint?
But... All other items in the game can't be destroyed (at least, not easily - you can put them in a crate and blow them up). If you're so upset about it, why don't you place your blueprint in the chest you put your pistol and first pickax in?
- Mon May 15, 2017 3:57 am
- Forum: Ideas and Suggestions
- Topic: [0.15.x] Stack sizes for new items not consistant
- Replies: 9
- Views: 4012
Re: [0.15.x] Stack sizes for new items not consistant
I don't know about heat popes, but with the regular kind you can only have one at a time...Heat popes - currently 50. Probably OK as it is.
- Mon May 15, 2017 3:01 am
- Forum: General discussion
- Topic: Creative mode?
- Replies: 1
- Views: 4178
Re: Creative mode?
Play-->scenarios-->sandbox-->generate A bunch of prompts will appear in the top left corner. Say yes to all of those, and you have unlimited access to everything Beyond that, if you want items that generate and use up infinite resources/make power from nothing etc, go look for creative mod.
- Mon May 15, 2017 2:57 am
- Forum: Balancing
- Topic: Make maximum productivity 50% rather than 40%
- Replies: 1
- Views: 864
Make maximum productivity 50% rather than 40%
I'm suggesting altering productivity so that the maximum productivity of a mark 3 assembler is +50%, either by giving an additional module slot to the assembler, or by making productivity 3 modules give +12.5% productivity. I must admit a selfish reason for this suggestion. It's not that I think pro...
- Sun May 14, 2017 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Turrets on map view are colored similarly to the aliens base
- Replies: 1
- Views: 799
Re: Turrets on map view are colored similarly to the aliens base
It's specifically the laser turret that has the red colour. I'm not sure if it's exactly the same shade, but it looks pretty similar. A tone similar but lighter or darker than the gun turret would fit better and not be distracting on the world map.