Search found 122 matches

by voddan
Tue Nov 13, 2018 1:55 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 2537

Re: Re-balancing Night Vision

I have never even build gogles. What are they good for anyway? You can Build just as well at night without them. Your weapons work just as well without them (even targeting) You move just as well without them They take up space You see bites on the minimap just as well Judging from the screenshots ...
by voddan
Tue Nov 13, 2018 12:57 pm
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 1936

Re: Abolish Modular Armor

dog80 wrote:
Tue Nov 13, 2018 12:45 pm
modular armor (which is expensive)
wut?
Corrected. In the current research tree the armor is not much more difficult to get then the goggles - both need red circuits. The bigger problem is batteries since they require chemical production, delaying then night-vision goggles.
by voddan
Tue Nov 13, 2018 12:47 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 2537

Re-balancing Night Vision

I love Night Vision Gogles because they let me build at night. I wish I could get Night Vision Gogles earlier in the game without needing modular armor, solar panels and batteries. I hate Night Vision Gogles because they are OP. Night Vision Gogles [NVG] remove the element of surprise from biter att...
by voddan
Tue Nov 13, 2018 11:38 am
Forum: Ideas and Suggestions
Topic: Add more animation to the world?
Replies: 9
Views: 1444

Re: Add more animation to the world?

I love the idea of dust clouds!
IMO it would be fantastic to have dust clouds in deserts and grass movement on planes and subtle tree sounds in forests.
by voddan
Tue Nov 13, 2018 11:32 am
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 1936

Move Modular Armor item grid to the Character

Modular armor is used in Factorio to add "pockets" to the character for carry-on items such as goggles or exoskeletons. Major Problems of Modular Armor: 1. In order to use night-vision goggles (which are cheap), I *have to* have modular armor with batteries (which require chemical producti...
by voddan
Wed Oct 31, 2018 1:51 pm
Forum: Ideas and Suggestions
Topic: Late stage feedback/balancing/issues
Replies: 15
Views: 1484

Re: Late stage feedback/balancing/issues

+1 to all the points in the topic.
by voddan
Wed Oct 31, 2018 1:44 pm
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 20
Views: 3167

Re: make hand-crafting only possible when stationary

I think you're making a false a dichotomy. The current system is basic, but does the job quite well (compare with Minecraft for example), with some obvious drawbacks. We don't have to go toward either extreme. Leave it as it is, or even improve it. That is exactly what I suggested as option #1 in m...
by voddan
Wed Oct 31, 2018 1:36 pm
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 20
Views: 3167

Re: make hand-crafting only possible when stationary

I don't get the core argument that handcrafting should be somehow nerfed. Even if handcrafting UI is excellent, has no restrictions and has cat pics in it, it will still be annoying to handcraft because IT TAKES PLAYER'S TIME. That's the biggest nerf you can get in an automation game! Please fix the...
by voddan
Fri Oct 12, 2018 5:59 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 21160

Re: Friday Facts #264 - Texture streaming

Anyway, a GTX 1060 renders a game scene like this in 1080p in 1ms. That's fast, but it means in 4K it would take 4ms, 10ms on integrated GPUs, and more that a single frame worth of time (16.66ms) on old, non-gaming GPUs. No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Mayb...
by voddan
Sat Sep 29, 2018 1:55 pm
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 9492

Re: 0.17 Unit & AI additions

One of my favorite use cases for such an API would be finally modding grounded construction and/or delivery robots. The idea of ground construction bots is well described by Factory Lobster in https://forums.factorio.com/viewtopic.php?f=6&t=50791 where it shows the benefits of early-game usage o...
by voddan
Fri Aug 31, 2018 2:11 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 31466

Re: Friday Facts #258 - New autoplace

Nicely done!
Please also make sure that there are some tree and rocks in the starting area. They are very nice to have in early game.
by voddan
Mon Aug 27, 2018 3:21 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 3946

Re: Tougher Biters, Ailen Tech, and Biter defense

Hannu wrote:Even ants do not have so stupid strategy in real life
So true!
by voddan
Mon Aug 27, 2018 12:59 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 3946

Re: Enemies +

I don't think we need more types of enemies, however they would improve by having a less dumb AI. Could Factorio potentially have several enemy AI algorithms build in as a game setting, including the current one and the one from the mode? My ideal enemies are peaceful when I don't touch them, but sm...
by voddan
Mon Aug 27, 2018 12:49 pm
Forum: Ideas and Suggestions
Topic: Compilation of GUI ideas
Replies: 6
Views: 1084

Re: Compilation of GUI ideas

Oddly enough, I like all of the proposed ideas.
Especially collapsing the side bar. I had many times when it randomly intervened with my work by hiding buildings I needed, so I had to move the character. Very annoying!
by voddan
Mon Aug 27, 2018 12:42 pm
Forum: Ideas and Suggestions
Topic: Improve Radar rendering in Map View
Replies: 2
Views: 405

Re: Improve Radar rendering in Map View

Has there been a discussion to integrate some of the advanced coloring into the vanilla game?
Just as the post says, the current all-things-blue map theme is very readable.
by voddan
Mon Aug 27, 2018 7:43 am
Forum: Ideas and Suggestions
Topic: Plant and grow trees
Replies: 9
Views: 1874

Re: Plant and grow trees

Can confirm. Hadn't seen it happen prior to last night, but I had a small biter chew through a tree to get at me. Vow, seriously? Does the health of the tree gradually decrease when a biter chews it? Even still, I would like to build some tree defense lines, at least to camouflage my factory. Somet...
by voddan
Mon Aug 27, 2018 7:36 am
Forum: Implemented Suggestions
Topic: Bots as dots on map overview
Replies: 14
Views: 3537

Re: Bots as dots on map overview

Rseding91 wrote:I added that as a debug option for 0.17.
Awesome, thanks! Looking forward to having it in the game!
by voddan
Sun Aug 26, 2018 2:56 pm
Forum: Ideas and Suggestions
Topic: Mnemonic shortcuts for items
Replies: 3
Views: 601

Mnemonic shortcuts for items

The problem: I spend too much time finding items, ether in the crafting menu or in my Inventory. Proposed solution We can have a mnemonic shortcut for each item which would allow finding it instantaneously. For example, insertes can be mapped to :ins, :insb, :insl, :insf, :insx, :inss, :inssx for &...
by voddan
Sun Aug 26, 2018 1:25 pm
Forum: Implemented Suggestions
Topic: Bots as dots on map overview
Replies: 14
Views: 3537

Re: Bots as dots on map overview

I made an experiment on something like this a long while ago: The demo looks stunning! Throw in a color differentiation to show bots with and without items, and you have a very intuitive way to understand a factory's logistics. I think it should be another layer on the map, similar to turret covera...
by voddan
Sun Aug 26, 2018 10:08 am
Forum: Implemented Suggestions
Topic: Bots as dots on map overview
Replies: 14
Views: 3537

Re: Bots as dots on map overview

The mode is fine, but what about including this into the vanilla game. After all, isn't it the purpose of mods to try out new ideas, so that the best of them could be implemented in the vanilla game experience?

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