Search found 1669 matches
- Thu Jul 30, 2015 3:47 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 24231
Re: Rockets need a small buff.
The main advantage of an explosive is to multiply that juicy juicy AoE damage against multiple targets. It's hard to take advantage of AoE when the dev is focusing on bigger, meaner aliens.
- Thu Jul 30, 2015 3:20 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 34007
Re: Boats
There is a legitimate need for players and their goods to cross the water. How players gain the option is up to interpretation. Boats are pretty cool because they let you cross MAJOR bodies of water. They also give you more fishing opportunity. But map generation tends to favor connected land over c...
- Thu Jul 30, 2015 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 6221
Re: Rail that pathfinding sees as 100 units long instead of 1
It sounds more like you're looking for a form of 1-way rail block. Trains traveling against this block would incur a pathing penalty, while trains going the way you want continue happily.
- Thu Jul 30, 2015 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Priority Selection for Logistics (Robotics Sugestion)
- Replies: 1
- Views: 801
Re: Robotics Sugestion
I think the best kind of answer is a"player access only" logistic storage chest. Any items deposited in this kind of chest is available only to player requests.
Do regular storage chests do this anyway? I'm not sure if it already exists.
Do regular storage chests do this anyway? I'm not sure if it already exists.
- Tue Jul 28, 2015 7:09 pm
- Forum: Ideas and Suggestions
- Topic: Weather & Pollution's Effects on it
- Replies: 8
- Views: 16785
Re: Weather & Pollution's Effects on it
While placing strictly negative effects on pollution is a nice way to pressure the player as they grow, it's not a great idea to have EVERY effect be detrimental. For example pollution might be something that increases the temperature of fresh water, thus improving the efficiency of boilers. Or it m...
- Tue Jul 28, 2015 5:52 pm
- Forum: Ideas and Requests For Mods
- Topic: Junk
- Replies: 19
- Views: 13031
Re: Junk
It's not really about being game changing. Junk just doesn't add anything worth being called new. Early game doesn't need obstacles like this, and you haven't covered what kind of value it might add in the mid to late game. For example junk might be useful as a wild card resource if it can be proces...
- Sat Jul 25, 2015 11:41 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 24231
Re: Rockets need a small buff.
The production line is very involved, it takes a hefty chunk of raw materials, the upgrades aren't so great, and the splash damage is kind of meh.
Rockets could definitely use a good buff. Or maybe the combat shotfun is too good?
Rockets could definitely use a good buff. Or maybe the combat shotfun is too good?
- Sat Jul 25, 2015 8:45 pm
- Forum: Ideas and Suggestions
- Topic: Train wagons carrying one item button
- Replies: 74
- Views: 19594
Re: Train Quick-filter
You will have far more success by using the train stops as the filters. If a train stop only processes ore, then those trains will only carry ore. Pretty simple.
- Thu Jul 23, 2015 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Repair Tower
- Replies: 15
- Views: 5696
Re: Repair Tower
Turrets and walls can hold up pretty well until logistic drones come into action.
- Thu Jul 23, 2015 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Steel Mining Drill
- Replies: 9
- Views: 3912
Re: Steel Mining Drill
You can use smart inserters to pull contaminents out of the ore stream.
- Thu Jul 23, 2015 2:38 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 210583
Re: Electric energy
It's very clear you're a strong supporter of nuclear power, Wyrm, but no. Nuclear power is never JUST an electric generator, and it's not going to be. Major plants are barely worth the insane up front cost as is, when other developments are getting cheaper all the time. While there is a legitimate n...
- Thu Jul 23, 2015 1:23 am
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23564
Re: Combat robots useless?
At that point you're basically asking for some kind of internal repair bay. That way the repairs are guaranteed to be done out of harm's way.
On the plus side, an automatic item repairer would fix all those damaged items that fill up inventory space.
On the plus side, an automatic item repairer would fix all those damaged items that fill up inventory space.
- Wed Jul 22, 2015 12:19 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23564
Re: Combat robots useless?
With the way the personal roboport is set up, it could be a huge bonus to drones. Let the drones recharge and rearm by attaching to the player, and recall them when they're nearly drained with no action. A reusuable drone will be a lot more useful and give something that can begin to compete with tu...
- Wed Jul 22, 2015 1:25 am
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23564
Re: Combat robots useless?
Everyone's experience is going to dramatically differ because low settings only face you off against a handful of nests at any one time, while max settings will have nightmare blobs of 50+ nests all throwing their doods at ya. What cruises through low settings just isn't going to matter at the night...
- Wed Jul 22, 2015 12:56 am
- Forum: Ideas and Suggestions
- Topic: Buy and sell idea
- Replies: 5
- Views: 1585
Re: Buy and sell idea
I'm not really sure there's much of a economy to make out of factorio, given that everything comes from iron, copper, coal, stone, or oil. If you can produce one kind of item, then you can use those same resources to produce anything else. The only really special resource in the factorio universe ar...
- Tue Jul 21, 2015 12:55 am
- Forum: Ideas and Suggestions
- Topic: No overflow on Belts?
- Replies: 10
- Views: 2966
Re: No overflow on Belts?
The belt change does change one major thing. You used to be able to run 3 inserters and a terminated belt line on one side of an assembler. The overflow let you have an input inserter, but the empty space kept both belts separate. Now you need a dead space to terminate one belt, which can't have an ...
- Mon Jul 20, 2015 8:16 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 138830
Re: Version 0.12.0
I have one more questaion, I have factorio on an SSD and i do not want to wear it out, is the save file on the main factorio install? Yeaaaah that's not a thing. Only swap space and window's update can really wear an SSD out. Tiny things like save files won't do that. A combination of firmware and ...
- Mon Jul 20, 2015 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Floor Tiles to cover water
- Replies: 12
- Views: 5472
Re: Floor Tiles to cover water
Why not both? There's this whole new concrete thing, now.
- Mon Jul 20, 2015 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Floor Tiles to cover water
- Replies: 12
- Views: 5472
Re: Floor Tiles to cover water
Conveyor bridges are kind of meh. There's plenty of land space to work with.
Rail bridges would be nice. A huge river can really put a dent in your rail network, and being able to bridge it would be great.
Rail bridges would be nice. A huge river can really put a dent in your rail network, and being able to bridge it would be great.
- Mon Jul 20, 2015 2:37 pm
- Forum: Ideas and Suggestions
- Topic: More variety in handling pollution
- Replies: 3
- Views: 1109
Re: More variety in handling pollution
I think it's more important that pollution plays some kind of beneficial role in Factorio. Right now pollution is a direct difficulty booster. The more you make, the crazier things become. That's all well and good, but there's no legitimate, helpful reason to WANT this. So players that cut down thei...