Search found 368 matches

by Garm
Mon Jan 05, 2015 11:09 pm
Forum: Ideas and Suggestions
Topic: Idea: Alien worms can spawn random
Replies: 11
Views: 2804

Re: Idea: Alien worms can spawn random

You might not know it, but biters initially spawned such way.



And let me tell you it was bad.

Large bases were redundant, walls were redundant, players defended themselves by putting turrets everywhere,



I don't think its worthwhile to return back.
by Garm
Sun Jan 04, 2015 4:32 pm
Forum: Resolved Problems and Bugs
Topic: Power lines don't connect properly
Replies: 17
Views: 5846

Re: Power lines don't connect properly

Thank you
by Garm
Sun Jan 04, 2015 4:26 pm
Forum: Ideas and Suggestions
Topic: Train Lines and global filters
Replies: 7
Views: 2393

Re: Train Lines and global filters

But see OpenTTD how this might look in the end. But thats the point: This is NOT OTTD, this is Factorio. OTTD is a god-game train simulator - where player operates from above. Factorio is Factory-simulation game with player being bound to 1 body ingame. As such I understand that current desing is n...
by Garm
Sun Jan 04, 2015 2:55 pm
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 9804

Re: Large and Heavy items

I don't think so - I think building belts that have a target like a specific building would add some interesting ideas into the game. If the game had several buildings of this kind it would introduce a neat building mechanic for players wanting to build compact bases as they'd have to really think ...
by Garm
Sun Jan 04, 2015 2:49 pm
Forum: Ideas and Suggestions
Topic: Train Lines and global filters
Replies: 7
Views: 2393

Re: Train Lines and global filters

Think about, if one outpost is depleted and you have three trains for it: every train needs to be reprogrammed. That means currently: you need to find the train and that may take a while... Not really - just by removing ore station you just forced all three trains to idle at unloading station (sinc...
by Garm
Sun Jan 04, 2015 2:03 pm
Forum: 1 / 0 magic
Topic: [0.11.8] Area Visaulization Bug
Replies: 9
Views: 8763

Re: [0.11.8] Area Visaulization Bug

Win7, I5, AMD HD7900. Everything fine.
by Garm
Sun Jan 04, 2015 2:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.8] Train schedule gui bugs
Replies: 2
Views: 2128

[0.11.8] Train schedule gui bugs

Latest Factorio English locale Windows 7 1. Train schedule window position resets to default (middle of the screen) whenever player interacts with it. - especially bad if player is trying to set up timer when window is moved. 2. If player switches from Train schedule to Locomotive view and back, tra...
by Garm
Sun Jan 04, 2015 1:53 pm
Forum: Resolved Problems and Bugs
Topic: Power lines don't connect properly
Replies: 17
Views: 5846

Re: Power lines don't connect properly

This reconnects only the neighbours that were already connected to the pole being removed. So it will obviously never connect networks that were separated already. Then please make sure that when I separate the network using SHIFT this doesnt work as well. Because if i accidentally misclick on a po...
by Garm
Sun Jan 04, 2015 1:47 pm
Forum: Ideas and Suggestions
Topic: Flying buildings
Replies: 11
Views: 3621

Re: Flying buildings

Then explain in more detail. Evolve the idea. This is what this for is about. ATM what I see from current explanation paints a bit bleak picture in my mind - and i voice it. I wont say I am proficient in this field, but i had my little share of game design, community moderation, GMing, and beta test...
by Garm
Sun Jan 04, 2015 1:33 pm
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 9804

Re: Large and Heavy items

I wonder if its possible to have a structure that auto-builds? Something that has one or two entry points for belts to feed resources into it, which then powers and provides building material for a series of automated bots/construction arms which then build the structure over a wider area. Allowing...
by Garm
Sun Jan 04, 2015 8:52 am
Forum: Show your Creations
Topic: Hi, and welcome to belt hell
Replies: 38
Views: 27714

Re: Hi, and welcome to belt hell

stop with "copper cable - belt - no" adage: it is not always true.

While these who dont understand complexity about copper cable should stick to it, there are ways to avoid the problem (or never have said problem if you use Productivity modules)
by Garm
Sun Jan 04, 2015 8:47 am
Forum: Ideas and Suggestions
Topic: Train Lines and global filters
Replies: 7
Views: 2393

Re: Train Lines and global filters

Frankly I am not sure lines are needed. Trains that need to be eventually changed usually have only 2 stations in the schedule (ore trains). Rest are usually set and forget. And ore trains are easy to change: removing the ore station will force them to idle at unloading station where player can easi...
by Garm
Sat Jan 03, 2015 8:40 pm
Forum: Balancing
Topic: The tank should be buffed
Replies: 25
Views: 16543

Re: The tank should be buffed

Personally I think that its good the tank can get stalled by too many bugs. It gives you a reason to have some strategy to the attack other than just ploughing through them. The point raised earlier regarding keeping a challenge in the game is critical. It's far too easy to make something like the ...
by Garm
Sat Jan 03, 2015 8:32 pm
Forum: Ideas and Suggestions
Topic: Flying buildings
Replies: 11
Views: 3621

Re: Flying buildings

It is irrelevant how late something comes into play. If it makes entire factory layout unnecessary it is wrong. And you underestimate players - if we perceive something as "essential" we will rush towards it, and consider everything in between as "preparation" stage and moan that...
by Garm
Sat Jan 03, 2015 8:24 pm
Forum: Ideas and Suggestions
Topic: Rail yard speed limits
Replies: 37
Views: 8749

Re: Rail yard speed limits

MF- wrote: Do we slow down trains near schools? I don't thinks so.
Never seen a school next to a railway crossing, though.
AFAIK trains have speed limits inside whole cities.
by Garm
Sat Jan 03, 2015 8:22 pm
Forum: Ideas and Suggestions
Topic: Other Planets
Replies: 6
Views: 1761

Re: Other Planets

The question is - why planets? what can they offer?

Especially how it all can be tied in so that our initial factory is still important and relevant even in space age.
by Garm
Sat Jan 03, 2015 8:18 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 432367

Re: Let's see your clever builds

Hi, i'd like to contribute some of my pieces too. 1. Main Transportation Belt Network Consisting of 12 Main Express Transport Belts (e.g. 6 Copper + 6 Iron Belts) which are fed along the main route from a couple of 3 fast iron belts + 3 fast copper belts. Every Express Belt is evened out for better...
by Garm
Sat Jan 03, 2015 8:08 pm
Forum: Resolved Problems and Bugs
Topic: Power lines don't connect properly
Replies: 17
Views: 5846

Re: Power lines don't connect properly

What if i "want" them to remain separate?

Players might have separate power networks easily.
by Garm
Sat Jan 03, 2015 4:30 am
Forum: Resolved Problems and Bugs
Topic: [0.11.8] Grenade Crater Blocks building
Replies: 3
Views: 678

Re: [0.11.8] Grenade Crater Blocks building

It goes away in few minutes.
by Garm
Sat Jan 03, 2015 2:34 am
Forum: General discussion
Topic: Newbie Tips?
Replies: 10
Views: 75832

Re: Newbie Tips?

Dont worry about efficiency in the beginning - there will be many new game starts ahead. And there is no time limit either. If you dont want to copy other people bases - dont, but look at how they make things. Small parts of the factories that are designed to perform a certain function. Pay attentio...

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