Search found 35 matches

by Zentay
Mon May 17, 2021 8:53 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190800

Re: pY Petroleum Handling

I've been playing with full pymods for a while now and wanted to say that I don't like the petroleum handling much. Most recipes that use titanium tetrachloride consume too much of it. Titanium tetrachloride is also not easy to produce early in the game. The early pumpjack recipes also seem wasteful...
by Zentay
Sat Nov 12, 2016 5:10 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 107170

Re: Friday Facts #164 - Nuclear power

I love it. Especially the possibility of increasingly efficient but complex setups that can fail with a boom if done badly.
by Zentay
Sat Oct 15, 2016 1:36 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115369

Re: Friday Facts #160 - Playtesting

As for removing turret creep: put "siege worms" in biter bases that have huge range and damage and will target structures.
by Zentay
Sat Oct 15, 2016 8:53 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115369

Re: Friday Facts #160 - Playtesting

I would also like to see aquifers and drilling for water! With ability to have no lakes at the start.
by Zentay
Fri Oct 14, 2016 6:13 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115369

Re: Friday Facts #160 - Playtesting

I think the game should be adjusted to make trains highly desirable, if not mandatory. That means medium low yield resource patches near the starting location, and much larger high yield patches further out, greater pollution distribution but fewer alien bases, and a new mechanic to explore the map ...
by Zentay
Mon Mar 21, 2016 7:26 pm
Forum: General discussion
Topic: End game theory and gameplay ideas
Replies: 38
Views: 21733

Re: End game theory and gameplay ideas

The game should shift away from revolving around research culminating in a rocket launch. A radical departure from that would be to add diminishing returns to laboratories so that you would only want maybe up to 10. Instead resources would go towards producing weapons (turrets, ammo, ballistic missi...
by Zentay
Sun Mar 20, 2016 12:20 pm
Forum: Ideas and Suggestions
Topic: End game combat ideas about missiles and alien fortresses
Replies: 0
Views: 1115

End game combat ideas about missiles and alien fortresses

Introduce the following to the game: - Ballistic missiles. These are costly to produce. - Enemy fortresses. These are bases that are especially well protected and difficult to destroy without ballistic missiles. They are protected by artillery worms that will target the player's structures within a ...
by Zentay
Sat Mar 12, 2016 9:10 am
Forum: Ideas and Suggestions
Topic: Better map generation algorithm
Replies: 3
Views: 2492

Better map generation algorithm

I find the map generation rarely produces satisfying results and think it could be a lot better. :( It appears to be heavily based on perlin noise which produces very random and chaotic results. The many tiny lakes that only get in the way of building a factory are frustrating. Cull these please. Al...
by Zentay
Sat Nov 08, 2014 10:05 am
Forum: Implemented Suggestions
Topic: Changes to map generation and "world type" setting
Replies: 5
Views: 3436

Changes to map generation and "world type" setting

I find myself rerolling 10 or 20 times before finding a decent map. This is frustrating, so here some changes to improve this part of the game: 1. Reveal a larger area around the player in the beginning. 2. Change the map generation so that it doesn't have a strong preference to create several lakes...
by Zentay
Wed Apr 17, 2013 2:00 pm
Forum: Ideas and Suggestions
Topic: [idea] Mini assembler
Replies: 20
Views: 19535

Re: [idea] Mini assembler

You guys probably don't realize that assemblers need to be big. Certain recipes need 3x fast inserters for non-stop production and you'll need lots of assemblers once you start making larger factories.
by Zentay
Sun Apr 14, 2013 8:34 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 61
Views: 76860

Re: [Polls] The signals

At the moment I find the signals are incomprehensible without watching a video tutorial. The game needs to explain them in some way. The potential for smart assembly is intriguing, but signals are intimidating because they're never explained. In my opinion, signals should be wireless and instead of...
by Zentay
Sun Apr 14, 2013 8:09 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 61
Views: 76860

Re: [Polls] The signals

At the moment I find the signals are incomprehensible without watching a video tutorial. The game needs to explain them in some way. The potential for smart assembly is intriguing, but signals are intimidating because they're never explained. In my opinion, signals should be wireless and instead of ...
by Zentay
Sun Apr 14, 2013 8:04 pm
Forum: Implemented Suggestions
Topic: Combat robots
Replies: 3
Views: 5076

Combat robots

Let players assemble combat robots to do the dirty work.
by Zentay
Sun Apr 14, 2013 7:55 pm
Forum: Outdated/Not implemented
Topic: Lane swapper
Replies: 55
Views: 36467

Lane swapper

I would like to see a new device that can be placed on a transport belt and swaps the lane of items passing through it. Items on the left lane of the belt are shifted to the right lane and vice versa. Items on the middle lane are unaffected. The size of this device should be the same a 1x1 transport...
by Zentay
Sun Apr 14, 2013 7:40 pm
Forum: Ideas and Suggestions
Topic: Small T-shape splitter
Replies: 4
Views: 9842

Small T-shape splitter

I would like to have a splitter with the following characteristics: Connects to 1 input belt Connects to 2 output belts Occupies the same space as 1x1 transport belt T-shape (see attachment) This is mainly because I rarely use both inputs on the current splitter and would prefer a more compact versi...

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