Search found 12797 matches
- Mon Apr 29, 2013 4:09 pm
- Forum: Implemented Suggestions
- Topic: Crafting tabs in the inventory screen
- Replies: 25
- Views: 25760
Re: Crafting tabs in the inventory screen
2. Enable to built up things on the map by just placing them on the map, even if you currently don't have it. This is like getting credit and speeds up the game. This defeats the idea of a 'survivor', a person can not place something they do not have and have it magically appear later. Now if we ha...
- Sun Apr 28, 2013 10:26 am
- Forum: Implemented Suggestions
- Topic: Building modes
- Replies: 1
- Views: 5074
Building modes
Switching to a building mode, should enable faster built and less micro-management while building. They may be only available after some research. Example: belt-mode Klick and draw will create an uninterrupted belt of the chosen type (of course non needs to be chosen, if not researched yet) and the ...
- Sun Apr 28, 2013 10:09 am
- Forum: Implemented Suggestions
- Topic: Crafting tabs in the inventory screen
- Replies: 25
- Views: 25760
Re: Crafting tabs in the inventory screen
This is a very long posting. In short it says 1. Distinct between research and planning by showing only the things, that can be researched at this time and create a new planning-tree. For more details see down. 2. Enable to built up things on the map by just placing them on the map, even if you curr...
- Fri Apr 26, 2013 3:27 pm
- Forum: Implemented Suggestions
- Topic: Stone Bridges/Filling In Lakes
- Replies: 2
- Views: 7898
Re: Stone Bridges/Filling In Lakes
Like A) get stones from here, put it down there. A belt could have a cone (?) at the end and everything, which falls through is deployed in the next area. B) a harvester like in Dune, which harvests all trees in an area (drive to the next tree until full, then drive to a chest and put harvestet stuf...
- Thu Apr 18, 2013 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 19652
Re: Easier Movement?
Ya, but I meant small fences, not walls. Like in rollercoaster Tycoon, where you could add a fence at euch side of a tile.
- Thu Apr 18, 2013 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 11926
Re: Theme song
These songs bring out the factory-effect. I like especially the second, because there are so many little themes in it. But this brought me to a completely new thing! There are more aspects or feelings in this game and I wondered, why I didn't see them all till that. I try to describe them. Plz add m...
- Wed Apr 17, 2013 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 19652
Re: Easier Movement?
There are many other things, which can hurt you. Burners, hot water, going over the entry of an underground-belt ... doesn't hit much, just remembers you to leave enough place between the stuff, like in real factories. Fences would be also a good idea to keep you away from the dangerous parts, so th...
- Wed Apr 17, 2013 7:07 pm
- Forum: Implemented Suggestions
- Topic: Research
- Replies: 8
- Views: 16469
Re: Research
As Arakasi already wrote parallel research is a bad idea. But I like the queue-idea and tried to explained it as "a stupid queue" in the quote to him. Perhaps too stupid; more explanation needed. The queue list a list of entries. If you research one item, it is inserted as leftmost. The ic...
- Wed Apr 17, 2013 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Easier Movement?
- Replies: 19
- Views: 19652
Re: Easier Movement?
First idea was exactly my thought.
For the second I just read, that there are platforms planned - like in a real factory. I think it belongs to the game, that you need to think about a way to walk. Me for example wondered, why I can stay near an inserter and don't get hit.
For the second I just read, that there are platforms planned - like in a real factory. I think it belongs to the game, that you need to think about a way to walk. Me for example wondered, why I can stay near an inserter and don't get hit.
- Wed Apr 17, 2013 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Theme song
- Replies: 23
- Views: 11926
Re: Theme song
When I think to it: chiptune music.
When I feel to it: orchestral, dramatic.
What do you all think/feel?
When I feel to it: orchestral, dramatic.
What do you all think/feel?
- Wed Apr 17, 2013 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Robot
- Replies: 12
- Views: 12249
Another reason for a robot
I just read that: https://forums.factorio.com/forum/viewtopic.php?f=6&t=613 Why not? Switch mode to "replace belt" (which belt-type with which new type), select an area (the area is shown in highlighted color when in the programmer) and start program. Of course it must replace a belt i...
- Wed Apr 17, 2013 3:30 pm
- Forum: Implemented Suggestions
- Topic: Research
- Replies: 8
- Views: 16469
Re: Research
Parallel research will bring only much slower research nothing more. I am against this idea. Queue is fine. Ok, just a stupid queue. You can insert anything into it. The icons show the state (red or green). If one research is ready, it looks, if the next can be startet, and so on. If nothing can be...
- Wed Apr 17, 2013 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Robot
- Replies: 12
- Views: 12249
Re: Mech w grze
Hm. Pathfinding is a problem, confirmed. This is also a reason, why those robots should be limited. But - maybe flying robots at that stage of game are a way too early... not logical explainable, I would not like them. Uncraftable. Hm. Maybe it is limited because we have only one control and this co...
- Wed Apr 17, 2013 12:48 pm
- Forum: Ideas and Suggestions
- Topic: Robot
- Replies: 12
- Views: 12249
Re: Mech w grze
aren't inserters robots? Yes! I thought of a "running" filter inserter. I have more ideas/rules: - If the way between two requesters isn't too much difference (balancing) they try to fill the requester with less stuff in it. This rule tries to fill the more empty stuff first. - In the &qu...
- Wed Apr 17, 2013 11:55 am
- Forum: Implemented Suggestions
- Topic: Research
- Replies: 8
- Views: 16469
Re: Research
research queue is nice idea, but this "memory" mechanism not necessary. I think the fixed length of researches will be more clear and understandable. Ok. How about "you may research up to 3 items at the same time". After researching one point it tries to research a point from th...
- Wed Apr 17, 2013 12:40 am
- Forum: Ideas and Suggestions
- Topic: Robot
- Replies: 12
- Views: 12249
Re: Mech w grze
I have this idea: Some sort of robots can be built very early (e. g. after logistics-1 and automation researched). - The robots need to be programmed - same system as filter-inserters. - One program for all robots. So if you reporgramm one robot, you will reprogramm all. - The robots can take one pi...
- Tue Apr 16, 2013 11:37 pm
- Forum: Implemented Suggestions
- Topic: Research
- Replies: 8
- Views: 16469
Research
I'm totally new to this game. :) I was playing the second campaign and was wondering how I could research electronics. ... because I could reach it in the technology tree. The way was: Turrets -> Laser turrets -> laser -> electronics-1. Could see it, but could not research. After a while it was clea...