A Bulldozer

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ataaron
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A Bulldozer

Post by ataaron » Tue Mar 18, 2014 12:38 pm

Image

I suggest adding a bulldozer because Forests often get in the way of your factory or Rail systems and
Removing forests by hand is very slow and deconstruction robots are pretty late game compared to cars.
Vehicles already exist so making another one that doesn't take damage when ramming trees but drives slower should be a small effort as well (Asides from texturing)

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Re: A Bulldozer

Post by slay_mithos » Tue Mar 18, 2014 12:43 pm

Or use shotguns/flame throwers, they are very decent at cleaning trees in mass too.

But sure, a vehicle that destroys the trees (you don't get the wood) could do.

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Re: A Bulldozer

Post by drs9999 » Tue Mar 18, 2014 12:44 pm

The shotgun is the poor man's bulldozer :D

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Re: A Bulldozer

Post by ficolas » Tue Mar 18, 2014 4:52 pm

drs9999 wrote:The shotgun is the poor man's bulldozer :D
And who doesnt have a flamethrower in his garage!

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Re: A Bulldozer

Post by Garm » Tue Mar 18, 2014 9:04 pm

use poison capsules - they eat trees like no tomorrow

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Re: A Bulldozer

Post by ssilk » Tue Mar 18, 2014 9:07 pm

I think he's speaking from early game. No poison.
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Re: A Bulldozer

Post by Garm » Tue Mar 18, 2014 10:34 pm

Poison capsules are early game. they are much sooner then deconstruction bots and rail networks

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Re: A Bulldozer

Post by slay_mithos » Tue Mar 18, 2014 10:54 pm

Sooner than rails?
Aren't they both at the beginning of tier 2 researches?

Not to mention that poison capsules do cost quite a bit for early game, where shotgun shells are pretty easy to get, comparatively.

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Re: A Bulldozer

Post by Garm » Wed Mar 19, 2014 1:58 am

poison is same research as combat shotgun - many players will go for that research first, especially since it only costs 50 blue flasks.


And while rails are researched before - to actually build rail networks player needs to be much more advanced.

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Re: A Bulldozer

Post by ataaron » Fri Nov 14, 2014 8:55 am

Tanks also work of course :D

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Re: A Bulldozer

Post by Sting_Auer » Fri Nov 14, 2014 3:47 pm

I do not support this idea.

I prefer forests standing as a significant obstacle that can be cleared with a large time investment, or once you reach a fairly advanced level of technology (construction bots and deconstruction orders).

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Re: A Bulldozer

Post by ssilk » Fri Nov 14, 2014 4:46 pm

There was some talk by the devs, that the pollution will slowly kill trees. Looks to me like a good idea, cause it solves this problem quite elegant by ... polluting. On one hand this will make some space for building new stuff, on the other it will spread the pollution more, cause no trees, which can suck off the pollution and so you can build even more stuff. :)
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Re: A Bulldozer

Post by Psycix » Fri Nov 14, 2014 8:10 pm

ataaron wrote:Tanks also work of course :D
You seem to have necro'd this old thread.
Now that we have tanks this is no longer relevant.

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Re: A Bulldozer

Post by glutamate » Thu Nov 20, 2014 3:37 pm

It should be pretty easy to mod this, right? Taking the car, making it slow, and changing some values so you can ignore the damage from trees.

Though something would have to be done so you can't just use it to clear the biters too. Either it takes extra damage from biters but has tons more hp, or it takes less/no damage from bumping into objects and similar hp to the car.

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Re: A Bulldozer

Post by bobingabout » Fri Nov 21, 2014 9:05 am

Poison Capsules require a level of milatary research that requires 50 science pack 3. Science pack 3 is what I call mid to late game, so poison capsules are mid-late game, not early game.

Buldozer could be useful I guess, a very slow moving vehicle that takes no collission damage, yet deals a fair whack of it.


Personally though (from Bob's Mods perspective) Trees are way too valuble to just demolish when there's no way to get more.
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Re: A Bulldozer

Post by Marbles » Fri Nov 21, 2014 10:32 am

From a vanilla point of view they are virtually worthless. I have chests full of em from deconstructing forests to make place.

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Re: A Bulldozer

Post by tecxx » Fri Nov 21, 2014 5:03 pm

not against this idea, but not required either. we used grenades in our multiplayer games, and then the tank.
and i actually enjoy starting in a dense forest area and slowly make place for the factory.

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Re: A Bulldozer

Post by ataaron » Thu Nov 27, 2014 3:47 pm

I also wonder why the flamethrower does not Ignite plants and cause wild fires.
its also the least useful weapon in the game, it really needs some love

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Re: A Bulldozer

Post by ArchJudge » Sun May 08, 2016 9:39 pm

Sorry for reviving a dead post but a bulldozer would actually be nice addition if it can also collect the raw wood in its inventory, with a nice 6x2 grid, sort of like a semi-automated wood harvester, as nothing resembles Factorio more than a bulldozer with its occupant yelling "DIE TREES, ENGINEER COMING THROUGH!" and robots paving the way behind him with concrete.
I love the smell of concrete paving robots in the morning .... it smells like Factorio

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Re: A Bulldozer

Post by IhanaMies » Sun May 08, 2016 10:15 pm


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