Search found 81 matches

by Ingolifs
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.
by Ingolifs
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...
by Ingolifs
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.
by Ingolifs
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...
by Ingolifs
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.
by Ingolifs
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...
by Ingolifs
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]

JohnyDL wrote:But this isn't a driving game I don't expect it to be amazing at driving.
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.
by Ingolifs
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 ...
by Ingolifs
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...
by Ingolifs
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...
by Ingolifs
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...
by Ingolifs
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...
by Ingolifs
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.
by Ingolifs
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.
by Ingolifs
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...
by Ingolifs
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?
by Ingolifs
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

Heat popes - currently 50. Probably OK as it is.
I don't know about heat popes, but with the regular kind you can only have one at a time...
by Ingolifs
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.
by Ingolifs
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...
by Ingolifs
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.

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