Search found 81 matches
- Fri May 05, 2017 12:52 am
- Forum: Balancing
- Topic: Steam tanks and heat loss
- Replies: 7
- Views: 3478
Re: Steam tanks and heat loss
I think that 500 degree steam should be barrelable.
- Fri May 05, 2017 12:34 am
- Forum: Ideas and Suggestions
- Topic: Check for vehicle speed before releasing personal robots
- Replies: 12
- Views: 4634
Check for vehicle speed before releasing personal robots
I think we've all had that moment when we're speeding away from a bunch of aliens in a slightly damaged car when a construction robot pops out to repair the car, gets outpaced and damaged by the pursuing aliens, another robot pops out to repair that robot and meets a similar fate, and soon you have ...
- Fri May 05, 2017 12:17 am
- Forum: Ideas and Suggestions
- Topic: A handful of thoughts
- Replies: 6
- Views: 2258
Re: A handful of thoughts
Hello everyone! :-) First of all, I'd like to have the resists display back, right now the tank is just a blank box with HP on it, remember not only graphics provide detail, but also information? One VITAL information that I got this way when starting to play Factorio, was that walls have 100% fire...
- Thu May 04, 2017 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Dismissing alerts
- Replies: 5
- Views: 5594
Dismissing alerts
Some of the alerts - especially the logistic related ones - can be quite persistent and annoying, but I don't want to disable the alert sound because I want to keep an ear out for aliens attacking.
Would it be possible to,say, right click a notification to dismiss it?
Would it be possible to,say, right click a notification to dismiss it?
- Thu May 04, 2017 11:37 pm
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 23125
Re: Make Corpses More Visible
I think the way alien corpses are drawn over the top of other items in general is a problem. Aliens get into your base, destroy some belts and then you kill them and can't see which belts need replacing. Or you destroy an alien base on top of an oil field and cannot find where the oil deposits are. ...
- Thu May 04, 2017 9:48 am
- Forum: Ideas and Suggestions
- Topic: Use anti aliasing on mini map.
- Replies: 2
- Views: 1218
Re: Use anti aliasing on mini map.
Agree. It can look like there are large gaps in my walls depending on placement and orientation.
- Fri Apr 28, 2017 10:58 pm
- Forum: Balancing
- Topic: offshore pump
- Replies: 14
- Views: 4987
Re: offshore pump
I think it would be quite cool if, as you were starting out and had just made your first steam power setup, you had to manually crank it to get it started, and then would watch as the system slowly underwent positive feedback and sped up until it was at full capacity.
- Fri Apr 28, 2017 1:18 am
- Forum: General discussion
- Topic: The Inevitable Alien Artifact Poll
- Replies: 11
- Views: 4204
Re: The Inevitable Alien Artifact Poll
So I would have kept the alien artifacts, but for alien science packs only. Alien science packs would be used in research based on dealing bonus damage to certain alien types or weakening their resistances or damage, etc.
- Mon Apr 17, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55412
Re: Friday Facts #186 - Marathon testing
hello I will write for you what this game will not be so popular as minecraft... It is very easy The minecraft update was even daily, several times a week or minimum once. People were playing every version and they were curious, the developer was updating the update by literally correcting the bunn...
- Tue Apr 11, 2017 11:23 pm
- Forum: Ideas and Suggestions
- Topic: Trailers for haulage
- Replies: 9
- Views: 2656
Re: Trailers for haulage
Due to the way the tank turns it wouldn't be feasible to attach a trailer. As for cars there are extremely limited uses for trailers. Sure if you're off on an alien artefact hunt but they're being removed in 0.15 or maybe if you're out collecting tens of thousands of wood but the only purpose for t...
- Tue Apr 11, 2017 12:34 am
- Forum: Ideas and Suggestions
- Topic: Trailers for haulage
- Replies: 9
- Views: 2656
Trailers for haulage
I think it would be useful to have the ability to make additional trailers that can be hooked up to the car or tank, and give it extra storage space at the cost of speed. Naturally, the speed decrease that arises from increasing the number of trailers on a car would be greater than the speed decreas...
- Thu Mar 23, 2017 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Defensive water cannon/turret
- Replies: 4
- Views: 2084
Re: Defensive water cannon/turret
I like the idea of a water turret. Maybe not quite as you described, but with a simple slowdown action while targeting a single creature that stops once the creature is no longer targeted. (It doesn't really make sense to me that the enemies would speed back up over time as they dry out). If this wa...
- Sun Mar 19, 2017 11:28 am
- Forum: Ideas and Suggestions
- Topic: Two minor graphical suggestions
- Replies: 1
- Views: 727
Two minor graphical suggestions
1. There is a sharp and noticeable border between live trees and trees killed by pollution. foresttrees.png Instead of a tree dying once it has absorbed 5000 pollution units (or whatever value it is), perhaps it has a small chance of dying per second upon reaching this value, or perhaps trees have a...
- Sat Mar 18, 2017 7:02 am
- Forum: Ideas and Suggestions
- Topic: Once more unto the breach: Combat
- Replies: 4
- Views: 2097
Re: Once more unto the breach: Combat
Definitely worth reading. At suggestion 3 I thought: that will make the game too complex, until I came to point 4: ahhh, that is cool. :) Thanks. The suggestion is a bit on the wrong side of what the suggestions guidelines call for, so I was a bit worried about it's reception. I think a few central...
- Fri Mar 17, 2017 10:09 pm
- Forum: Ideas and Suggestions
- Topic: Toilet
- Replies: 14
- Views: 6722
- Fri Mar 17, 2017 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 36
- Views: 6432
Re: Change when the game abbreviate numbers
I would support three significant figures for all production numbers. I don't think there's much need for additional precision beyond that.
- Fri Mar 17, 2017 10:01 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 126644
Re: Hidden ores
Yeah but with only 5,000 iron wtf am I going to do with 80,000 stone? =s Make a really big castle? The management of 'waste' resources isn't really a huge part of the game currently. There is a small window where the player has to deal with consuming heavy and light oil to keep the petroleum flowin...
- Fri Mar 17, 2017 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 42724
Re: Little Quirks
You're suggesting changing a standard that is persistent through the rest of the game for one type of resource. I would prefer "insert 1 item" be a third option like Ctrl + MMB, that way it stays consistent and you can use it in other situations too. I'm suggesting separating the behaviou...
- Fri Mar 17, 2017 5:03 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 126644
Re: Hidden ores
I feel like i'm a little bit late here, but I had a similar idea recently. In late game, a shaft mine becomes available. It can be placed anywhere and will produce ores at a slow rate. Most of what it produces would be stone (~80%), with the rest being coal (~10%), iron ore (~5%), Copper ore (~4%) a...
- Fri Mar 17, 2017 4:24 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 42724
Re: Little Quirks
Forgive me if there is already a way of doing this - I'd like a way of adding a single module to a building through ctrl clicking. Ctrl+left fills all the module slots with modules, and Ctrl+ right also fills them all up, unless you have fewer than double the number of modules the module slots can a...