Search found 368 matches
- Wed Dec 11, 2013 3:51 am
- Forum: Ideas and Suggestions
- Topic: New pollution mechanic
- Replies: 18
- Views: 11906
Re: New pollution mechanic
Hell I wouldn't even be against adding waste byproducts, provided that we would have the option of 'destroying' them if we wanted for a large quick pollution hit. Perhaps in a way that you could send the rubbish off to a distant place on the map. Grow a massive forest around the place. Then occasio...
- Wed Dec 11, 2013 2:45 am
- Forum: Ideas and Suggestions
- Topic: New pollution mechanic
- Replies: 18
- Views: 11906
Re: New pollution mechanic
Define "clean" as you see it. I see absence of pollution as "being clean" This suggestion is biased towards pollution for a reason: it is my initial suggestion for battling "absence of consequences" outlined better in another thread . I also do not agree with equal bala...
- Wed Dec 11, 2013 2:09 am
- Forum: Ideas and Suggestions
- Topic: New pollution mechanic
- Replies: 18
- Views: 11906
Re: New pollution mechanic
It is an optional mechanic for these, who want to challenge themselves. It can also be used as stepping stone towards more advanced pollution mechanics. Same reasoning "to annoy players" can be as easily applied towards current pollution mechanic, but its not about that. Neither is this su...
- Wed Dec 11, 2013 1:39 am
- Forum: Ideas and Suggestions
- Topic: New pollution mechanic
- Replies: 18
- Views: 11906
Re: New pollution mechanic
There is anti-pollution system in the game - time. Besides that, my suggestion is actually about pollution removal and transportation, not generation - in my first post i suggested this mechanic as an alternative to current pollution meaning you get ether one or the other. not to mention waste dumps...
- Tue Dec 10, 2013 10:41 pm
- Forum: Show your Creations
- Topic: Conveor assembly line
- Replies: 2
- Views: 6035
Re: Conveor assembly line
That was the actual intention - to make everything take as little space as possible, thank you.
- Tue Dec 10, 2013 4:29 am
- Forum: Show your Creations
- Topic: Conveor assembly line
- Replies: 2
- Views: 6035
Conveor assembly line
I think I've managed to streamline assembly line, that works rather fast without logistic bots. I cant add beacons to it, however it should work fast enough to keep items supplied at the speed of the red belt. Design highlight is in 100% blue belt delivery of copper and iron across the complex. http...
- Mon Dec 09, 2013 10:19 pm
- Forum: Ideas and Suggestions
- Topic: New pollution mechanic
- Replies: 18
- Views: 11906
Re: New pollution mechanic
2 Darthlawsuit I don't think recycling is viable in my suggestion: the pollution I was talking about was not from waste per se but from byproducts - You mine ore - you get a ton of dirt and ore drill outputs both for maximum yield of ore, or uses current pollution mechanic for standard output - You...
- Sun Dec 08, 2013 7:56 am
- Forum: Resolved Problems and Bugs
- Topic: Tooltip error
- Replies: 1
- Views: 790
Tooltip error
Tooltip for the Effect of Logistic Robot Speed upgrade shows % bonus as "g%"
- Sun Dec 08, 2013 4:32 am
- Forum: Ideas and Suggestions
- Topic: Few small suggestions.
- Replies: 9
- Views: 5892
Re: Few small suggestions.
Added new number 4: Allow logistic bots to supply gun turrets, and any future ammo-dependent defence systems. I think it will provide decent alternative to other suggestions, as it would allow gun turrets to remain cheap in order to be viable in early game, while retaining some usability in later ga...
- Sun Dec 01, 2013 10:55 pm
- Forum: Pending
- Topic: [0.7.5] biters not attacking anymore
- Replies: 5
- Views: 4523
Re: [0.7.5] biters not attacking anymore
I had some biters stop attacking at all as soon as the base was destroyed. They just stood there not moving event when i shot them.
- Sun Dec 01, 2013 10:37 pm
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14396
Re: passed the 4k
Allow me to expand my points a bit more: 1. There is necessity to build turrets, and there is turret spam one is quite different from other. 2. Biters spawning close: I had biters spawn inside my perimeter when i deconstructed an area in order to improve the design, I also notice biters spawning awf...
- Sun Dec 01, 2013 1:09 am
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14396
Re: passed the 4k
I didn't want to say game is doomed. I just stated what points needs to be tackled soon, preferably before steam release in order to achieve maximum effect. Without them Factorio will remain to be a small niche game with many not even knowing of its existence.
- Sat Nov 30, 2013 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Few small suggestions.
- Replies: 9
- Views: 5892
Re: Few small suggestions.
Really? I guess i wasn't pressing hard enough. sorry about that.
- Sat Nov 30, 2013 10:37 pm
- Forum: Ideas and Suggestions
- Topic: Few small suggestions.
- Replies: 9
- Views: 5892
Few small suggestions.
Had few random suggestions that didn't fit a single theme: 1. Please add Logistics tab or smart inserter tab to storage chests (even without sliders), items present in that tab would be stored inside the chest, allowing dedicated storage chests. 2. At later stages of the game it seems item belts bec...
- Sat Nov 30, 2013 9:19 pm
- Forum: General discussion
- Topic: passed the 4k
- Replies: 27
- Views: 14396
Re: passed the 4k
I still think end game is somewhat lacking to achieve viral effect upon steam release. *edited for clarity* I like the game and really enjoy the concept of factory building, but it feels like the game lacks that "omph" at the end, or what I consider as "end-game". - Turret spam: ...
- Sat Nov 30, 2013 12:39 am
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 25000
Re: Friday Facts #10
I am actually more curious about different shades of water in the picture
Is it just graphical only? like ocean\swamp? or somewhat more functional (fresh/salty).....or I dare to say clean\polluted?
Is it just graphical only? like ocean\swamp? or somewhat more functional (fresh/salty).....or I dare to say clean\polluted?
- Thu Nov 28, 2013 10:33 pm
- Forum: Not a bug
- Topic: [0.7.5] Island Start
- Replies: 9
- Views: 10503
Re: [0.7.5] Island Start
I do believe giving player an ability to traverse the water is much more elegant, than adding crutches to the worldgen.
- wooden bridges (allow only player/biter movement)
- stone\steel bridges (allow train/car movement)
- water pumps slowly draining water from lakes.
and so on and so forth.
- wooden bridges (allow only player/biter movement)
- stone\steel bridges (allow train/car movement)
- water pumps slowly draining water from lakes.
and so on and so forth.
- Mon Nov 25, 2013 2:46 am
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20931
Re: Combat system far too fast?
Of course it isn't. But I don't won't to orchestrate 100-400 turrets. Not fun. It takes more than the double time to place them (bring the belt to them, place power poles, place them). So this idea goes only around the problems. But I don't have a better yet. Then we need large ordnance defence sys...
- Sun Nov 24, 2013 4:30 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20931
Re: Combat system far too fast?
I don't believe merging 3 different buildings into one is a good idea. This game revolves around modularity, where each piece does one task and only one. It is player task to orchestrate them into one working complex. I see no problem with loading turrets manually in early game - since i go around l...
- Sun Nov 24, 2013 4:06 am
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 20931
Re: Combat system far too fast?
Sometimes your back is against the wall early on in the game though. Turret creep strategy is already painfully slow and expensive but it can open up resources and salvage terrible starting area luck (desperately needed resources under a biter base early on for instance). Without turret creep strat...