Search found 104 matches
- Fri Sep 16, 2016 7:17 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8738
Re: Add a slider to increase research and build times
If I could think of some solution without locking the settings to a particular scale (linear, super linear, exponential)... That's what I thought I suggested with the parametric exponent, though granted, my calculations were off. To make it simple for the user, I'd suggest two sliders for the facto...
- Wed Sep 14, 2016 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8738
Re: Add a slider to increase research and build times
With different linear scalings for the different tiers, there will be pretty high steps between the tiers. I think a smooth scaling would be preferable.
- Tue Sep 13, 2016 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8738
Re: Add a slider to increase research and build times
Red Science Problem May I suggest to use a super linear scaling method, specifically x^2 / 5. Super linear is any function that - compared to a linear function - increases more rapidly for high values (exactly what we desire for the late game) and has a less gradient for small values (to not distur...
- Sun Sep 11, 2016 10:12 am
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67052
Re: Terrain elevation, hills and mountains with fake cliffs
It is great to see, how easily the illusion of different hights is achived. The horizontal belts and pipe which go through a cliff look like they are shifted to the side, as predicted. To improve on the graphics, I'd suggest making them about twice their current size, so that the shift accounts fo a...
- Wed Aug 24, 2016 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12088
Re: Train Exit Side
The option should be there for the placement of signals on the left or right side of the tracks. As far as exit sides are concerned, I support this idea: The simplest exit strategy would be - exit where the mouse pointer is. It has be best chance to produce the result an uninformed player would expe...
- Thu Jul 14, 2016 7:19 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 8738
Re: Add a slider to increase research and build times
Would the factor also affect intermediate products like basic circuits and cog wheels, or only placeable items (and maybe motor parts and the like, too)?
- Wed Jun 29, 2016 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Game Goal: Exploitation
- Replies: 6
- Views: 2449
Re: Game Goal: Exploitation
The game reflects itself in a way that the best way to play it is not to play it. :) Yes exactly. That is the strange part. You don't need to do anything, cause you have no needs whatsoever. There is no conflict (except for the moral dilemma, what you are doing to the natives and their world along ...
- Tue Jun 28, 2016 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Game Goal: Exploitation
- Replies: 6
- Views: 2449
Game Goal: Exploitation
I recently thought about the game goal from a storytelling perspective. - The start needs to fit the end. The current setup of a crash landing immediately attributes the game to the survival genre, as evidenced by many suggestions in this direction, e.g. FOOD! , which (I assume) predominantly come f...
- Mon Jun 20, 2016 8:20 pm
- Forum: General discussion
- Topic: Belt balancers, an "Ah ha!" moment..
- Replies: 8
- Views: 4684
Re: Belt balancers, an "Ah ha!" moment..
The gist is this: - If an output backs up, it throws the balancer off balance. - If you don't need an output stream, close the loop and backfeed it into the balancer. This way, you can balance any number of outputs. Be sure to give the backfeed a higher priority than the other sources, so that it do...
- Sun Jun 19, 2016 8:37 am
- Forum: Frequently Suggested / Link Collections
- Topic: New types of vehicles (train, tank, car, plane, ship...)
- Replies: 4
- Views: 12025
Re: New types of vehicles (train, tank, car, plane, ship...)
There was another planes thread:
viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters)
viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters)
- Sun Jun 19, 2016 8:29 am
- Forum: Frequently Suggested / Link Collections
- Topic: Improved Vehicle Control
- Replies: 9
- Views: 6940
Re: Improved Vehicle Control
This topic also belongs here:
viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it
viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it
- Mon Jun 13, 2016 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Gradual onset of Exoskeletal Speed Boost
- Replies: 6
- Views: 2481
Re: Gradual onset of Exoskeletal Speed Boost
Oh, I like this suggestion. :D Not only whould that be really helpfull when walking minimal distances. When using multiple exoskeletons, correcting the position to i.e. step of the belt, wouldn't anymore result in a 2 tile leap to the next equally unfavorable position. Also the escapes from biters w...
- Sat May 28, 2016 6:21 pm
- Forum: Not a bug
- Topic: [0.12.33] click and drag power pole end connection problem
- Replies: 8
- Views: 4052
Re: [0.12.33] click and drag power pole end connection problem
I wholeheartely second that. Specifically that a click-drag built power pole can connect to more than one pole. The use would be to connect different networks but also when building whole arrays of power poles. Also I can't think of any situation, where I would brefer the current method over the bet...
- Tue May 24, 2016 10:19 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 26707
Re: Belt Corner Speed or .12 got it wrong
I'm a little out of context but wanted to add my to cents on the claim that curves are slower than straights, which is wrong. Test setup: Both belts cover same exact distance, one with 2 curves and the other with 20 curves. end.png The curvy track is significantly faster. The lead of 3.875 tiles mak...
- Fri May 20, 2016 5:48 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38129
Re: Friday Facts #139 - Wrapping up multiplayer
2. Will LAN games require Factorio user authentication? no Will it be possible for a lan game to require authentication? Hopefully. Thinking about student housing networks or big LAN parties (which is kind of the same really) this would be useful. Will it be possible to switch between single- and m...
- Thu May 05, 2016 7:44 am
- Forum: Show your Creations
- Topic: Max petroleum gas output
- Replies: 6
- Views: 4991
Re: Max petroleum gas output
I agree with 5:1:7 without any modules and advanced oil processing.
I think the main oversight was, that the refinery has a production speed of 1, while the chemical plants have a production speed of 1.25.
I think the main oversight was, that the refinery has a production speed of 1, while the chemical plants have a production speed of 1.25.
- Wed Apr 27, 2016 9:22 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67052
Re: Terrain elevation, hills and mountains with fake cliffs
Soo my last comment was probably a little harsh ...
The gif is perfect
"already planned" - do you know some internals we don't? How soon?
The gif is perfect
"already planned" - do you know some internals we don't? How soon?
- Wed Apr 27, 2016 6:33 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67052
Re: Terrain elevation, hills and mountains with fake cliffs
As long as there are no watermills, there is no sense in implementing actual height in the game. Sure, it would look better, and the problems it causes would all be solvable somehow. But it would be a huge amount of work development wise for comparatively little visual gain and nearly no gamplay gai...
- Tue Apr 26, 2016 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Mining locomotive / rail
- Replies: 8
- Views: 2661
Re: Mining locomotive / rail
Are you talking about the steel axe that is too fast, or some modded super axe? Because frankly I don't think it is a serious problem in vanilla. As a rule, I'd say, restart mining only if the mouse pointer is moved outside the original catchment area or it is the same item than the mined one (strai...
- Tue Apr 26, 2016 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Active provider chest => Trash chest
- Replies: 7
- Views: 3628
Re: Active provider chest => Trash chest
Active/passive provider really is not the clearest naming. Some alternatives: Replenishment chest Push provider chest I like replenishment, since the function bears some resemblance to the actual process in logistics by that name. But I'm not sure how understandable that word is and even if native s...