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.
Search found 368 matches
- Mon Jan 05, 2015 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Alien worms can spawn random
- Replies: 11
- Views: 5105
- Sun Jan 04, 2015 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
Re: Power lines don't connect properly
Thank you
- Sun Jan 04, 2015 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Train Lines and global filters
- Replies: 7
- Views: 4142
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...
- Sun Jan 04, 2015 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 18887
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 ...
- Sun Jan 04, 2015 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Train Lines and global filters
- Replies: 7
- Views: 4142
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...
- Sun Jan 04, 2015 2:03 pm
- Forum: 1 / 0 magic
- Topic: [0.11.8] Area Visaulization Bug
- Replies: 9
- Views: 9964
Re: [0.11.8] Area Visaulization Bug
Win7, I5, AMD HD7900. Everything fine.
- Sun Jan 04, 2015 2:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Train schedule gui bugs
- Replies: 2
- Views: 2960
[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...
- Sun Jan 04, 2015 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
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...
- Sun Jan 04, 2015 1:47 pm
- Forum: Ideas and Suggestions
- Topic: Flying buildings
- Replies: 11
- Views: 5919
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...
- Sun Jan 04, 2015 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 18887
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...
- Sun Jan 04, 2015 8:52 am
- Forum: Show your Creations
- Topic: Hi, and welcome to belt hell
- Replies: 38
- Views: 34957
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)
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)
- Sun Jan 04, 2015 8:47 am
- Forum: Ideas and Suggestions
- Topic: Train Lines and global filters
- Replies: 7
- Views: 4142
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...
- Sat Jan 03, 2015 8:40 pm
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 20765
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 ...
- Sat Jan 03, 2015 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Flying buildings
- Replies: 11
- Views: 5919
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...
- Sat Jan 03, 2015 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 13829
Re: Rail yard speed limits
AFAIK trains have speed limits inside whole cities.MF- wrote: Do we slow down trains near schools? I don't thinks so.
Never seen a school next to a railway crossing, though.
- Sat Jan 03, 2015 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Other Planets
- Replies: 6
- Views: 3151
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.
Especially how it all can be tied in so that our initial factory is still important and relevant even in space age.
- Sat Jan 03, 2015 8:18 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 543078
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...
- Sat Jan 03, 2015 8:08 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 9219
Re: Power lines don't connect properly
What if i "want" them to remain separate?
Players might have separate power networks easily.
Players might have separate power networks easily.
- Sat Jan 03, 2015 4:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Grenade Crater Blocks building
- Replies: 3
- Views: 1185
Re: [0.11.8] Grenade Crater Blocks building
It goes away in few minutes.
- Sat Jan 03, 2015 2:34 am
- Forum: General discussion
- Topic: Newbie Tips?
- Replies: 10
- Views: 96483
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...