Search found 35 matches
- 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...
- 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.
- 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.
- 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.
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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 ...
- 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.
- 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...
- 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...