Search found 201 matches

by Coolthulhu
Thu Apr 10, 2014 2:59 pm
Forum: Balancing
Topic: Belts And Underground Belts
Replies: 8
Views: 16339

Re: Underground Belts

I agree with the second suggestion. Currently upgraded belt-to-ground uses only cheaper belt-to-grounds and iron gears. Iron gears could be replaced by upgraded belts. That way both progression would be retained and better underground belts would actually use aboveground ones, like basic ones do. Fa...
by Coolthulhu
Thu Apr 10, 2014 1:46 pm
Forum: Ideas and Suggestions
Topic: Power switch on buildings
Replies: 3
Views: 1738

Re: Power switch on buildings

Proposed multiple times and will probably be a part of energy network rework (with limited transfer wires/poles). Currently you can imitate this behavior with accumulator. Place 2 disconnected poles that both share an accumulator, place radar under one pole, connect other to energy network - the res...
by Coolthulhu
Thu Apr 10, 2014 4:22 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211736

Re: Electric energy

The primary differences between the two are type of fuel used, efficiency of said fuel, and type of pollution generated. In terms of the game all we really need to care about is the efficiency and pollution, since higher efficiency amounts to less fuel used, and by extension less pollution created ...
by Coolthulhu
Mon Apr 07, 2014 3:53 pm
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19238

Re: Outpost logistics

I like points 3 and 4. I see implementation like this: In addition to regular "air" logistic network, trains would get a per-track logistic network tracking all the items on a given railway network. Train stops would create an area of second logistic network affecting all smart inserters b...
by Coolthulhu
Thu Apr 03, 2014 12:27 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211736

Re: Electric energy

About nuclear reactors: it would be both realistic and more in-tune with the rest of the game if those weren't just "put uranium acquire energy" devices. IRL nuclear reactors use fission to heat up water which then moves turbines. Reactor as an advanced boiler would be an interesting featu...
by Coolthulhu
Tue Apr 01, 2014 5:41 pm
Forum: Ideas and Suggestions
Topic: Wall-related suggestions
Replies: 12
Views: 4680

Re: Wall-related suggestions

I only wanted the merging for walls, it wouldn't really make sense for anything that takes a lot of time and effort to craft. Now that I think about it, simple constructions like furnaces and belts could also benefit from it. It doesn't really make sense to have 3+ inventory slots occupied by damage...
by Coolthulhu
Tue Apr 01, 2014 1:00 am
Forum: Ideas and Suggestions
Topic: Wall-related suggestions
Replies: 12
Views: 4680

Re: Wall-related suggestions

Another thing I forgot in first post: Diagonal walls. It makes sense to make diagonal walls, but diagonal walls look rather ugly (series of disconnected pillars). Due to the way pathing and collisions work, the most resource efficient way to build walls is making them diagonal. Diagonal walls add th...
by Coolthulhu
Sun Mar 30, 2014 8:00 pm
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4499

Re: Tactical Biters

Didn't you have any forests in your starting area? Because I also used the rich and frequent setting for the biters in my last game and I didn't have many problems getting to Mk-2 armour. The biggest pain is clearing the 50+ nests of spawners, not because the difficulty but because it's a drag... I...
by Coolthulhu
Sun Mar 30, 2014 4:08 pm
Forum: Ideas and Suggestions
Topic: Wall-related suggestions
Replies: 12
Views: 4680

Wall-related suggestions

As anyone who has ever removed a damaged section of walls knows, they all become new items. This would be good if you wanted to repair each wall, but repairing walls costs more than making new ones. By allowing walls to stack like ammo, you'd only have a problem with the last wall in the inventory (...
by Coolthulhu
Sun Mar 30, 2014 3:59 pm
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4499

Re: Tactical Biters

Cool, please don't take it the wrong way: I think you are missunderstanding my point :S I didn't say to cut out the warning signs, only to make you HAVE a radar to have warnings, or better yet, a "Defense Status/Notifications" Research. Rather that have all the advices from start, makes y...
by Coolthulhu
Thu Mar 27, 2014 11:56 pm
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4499

Re: Tactical Biters

The problem with the whole blinding the player is that it adds a lot of tedium and manual agency in a game that already has too much of both. Running around is already as rewarding as it needs to - player is the only entity that can reliably kite, instantly replace masses of buildings, pick up tons ...
by Coolthulhu
Thu Mar 27, 2014 11:58 am
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4499

Re: Tactical Biters

I hate the idea and consider it the worst direction Factorio could take. It's only a step above ideas like randomly destroying buildings and not telling the player. IMO enemies with bad AI should not be fixed by bringing the player down closer to their level, but by upping theirs. Making biters pref...
by Coolthulhu
Mon Mar 24, 2014 3:13 am
Forum: General discussion
Topic: The reason I won't be the President
Replies: 10
Views: 4434

Re: The reason I won't be the President

Electric mines and pumpjacks wouldn't produce much (if any) air pollution, though. Pollution spreads like smoke (there's wind, but it's more of a bloated placeholder than an actual mechanic), but if pollution was just about air quality, it wouldn't make sense for the most polluting machines to be th...
by Coolthulhu
Mon Mar 24, 2014 12:42 am
Forum: General discussion
Topic: The reason I won't be the President
Replies: 10
Views: 4434

Re: The reason I won't be the President

Pollution is more about noise than chemicals.

Small biters like minimalistic drone of small factories.
Big biters prefer industrial breakcore.
by Coolthulhu
Sun Mar 23, 2014 12:30 am
Forum: Ideas and Suggestions
Topic: [0.9.4] inserter doesn't make use of its full stack bonus
Replies: 2
Views: 1458

Re: [0.9.4] inserter doesn't make use of its full stack bonu

This should be in suggestions, because it's not a bug.

Good suggestion, though.
It would be even cooler if inserter could mix item types. Would make stack sizes 4 and 5 more meaningful.
by Coolthulhu
Sun Mar 23, 2014 12:08 am
Forum: Gameplay Help
Topic: what's up with the reported pollution?
Replies: 1
Views: 2105

Re: what's up with the reported pollution?

It's an incentive to get better machines early on instead of staying with assemblies 1 till modules. In normal games it's not a big deal, but with high biter settings minimizing pollution really matters.
It also represents the noise low tech machines tend to cause.
by Coolthulhu
Wed Mar 19, 2014 7:47 am
Forum: Off topic
Topic: Deterministic vs. Non-deterministic
Replies: 8
Views: 7090

Re: Deterministic vs. Non-deterministic

Real life (as currently understood by the most knowledgeable people) is non-deterministic at quantum level. All determinism that we see is just a result of non-determinism simplifying into a statistic. Pure determinism can't exist with even a single bit of non-determinism within it. Definition of de...
by Coolthulhu
Wed Mar 19, 2014 7:17 am
Forum: Implemented Suggestions
Topic: More ideas for building ghosts
Replies: 7
Views: 3753

Re: More ideas for building ghosts

- building of entities you don't have in the inventory? You need that item as "blueprint". It's sometimes hard to have everything in the pocket. That's a part of a larger and probably more important idea that keeps resurfacing once in a while: Split belt from inventory. Currently belt is ...
by Coolthulhu
Tue Mar 18, 2014 5:59 am
Forum: General discussion
Topic: Something I recently realised...
Replies: 32
Views: 10492

Re: Something I recently realised...

ssilk wrote:Or like in the film "avatar"
From now on, my face when destroying spawner camps:
by Coolthulhu
Tue Mar 18, 2014 12:49 am
Forum: Outdated/Not implemented
Topic: Sex Machine
Replies: 8
Views: 7856

Re: Sex Machine

It already exists.
"Inserter"

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