Search found 12797 matches

by ssilk
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...
by ssilk
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 ...
by ssilk
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...
by ssilk
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...
by ssilk
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.
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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.
by ssilk
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?
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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...
by ssilk
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...

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