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wood, more uses , light bridges, weak walls

Posted: Sun Apr 13, 2014 8:05 pm
by Dark_star
For use in early game be able to change wood into weak walls or small bridges for pipes/belts/biters and ?car/character? Some other uses for wood?

Re: wood, more uses , light bridges, weak walls

Posted: Mon Apr 14, 2014 8:29 pm
by Skasi
I think rails could use wood. After all there's wood visible on the graphic, right?

Re: wood, more uses , light bridges, weak walls

Posted: Mon Apr 14, 2014 9:25 pm
by slay_mithos
The problem with recipes using wood is that the base game can't automate wood production, meaning that you can't fully automate anything that requires wood.

Re: wood, more uses , light bridges, weak walls

Posted: Tue Apr 15, 2014 11:05 am
by waddyatalkinabeet
slay_mithos wrote:the base game can't automate wood production
It can't automate wood production yet! This is a feature they could introduce, in countries in the Americas they have massive logging operations where by the time they come round to an area they have already logged the trees have regrown. It takes them like 50/60 years to do an entire loop of their logging area and they replant after they cut, renewable as fuck. You could easily automate this. Maybe one day they'll add something similar :)

Re: wood, more uses , light bridges, weak walls

Posted: Tue Apr 15, 2014 11:25 am
by Drury
I'm perfectly fine with the amount of products requiring wood - I think only small poles, chests and shotguns? Everything else is made of copper, iron, coal, water and oil, that's enough I think.

Re: wood, more uses , light bridges, weak walls

Posted: Tue Apr 15, 2014 6:31 pm
by Lee_newsum
There is a mod "Treefarm v0.10.0" that add a lot of wood bits to the game.

https://forums.factorio.com/forum/vie ... f=44&t=522

Re: wood, more uses , light bridges, weak walls

Posted: Sat May 03, 2014 3:04 am
by Zequez
With all the technology, it could easily have some kind of super-greenhouse that make trees grow faster and regrow so they can be farmed. Or you can attribute the fast tree grow to being alien trees. And then you could just farm them with an automatic tree logger.

Re: wood, more uses , light bridges, weak walls

Posted: Sat May 03, 2014 4:24 am
by muzzy
If you could make forests, pollution control would be way too easy... maybe if the pollution mechanics were changed too, but that's starting to sound like a major revamp of the game mechanics already.

Greenhouses of some kind might work, but I don't really like the idea of renewable building materials in the game.

Re: wood, more uses , light bridges, weak walls

Posted: Sat May 03, 2014 6:13 am
by badminton
slay_mithos wrote:The problem with recipes using wood is that the base game can't automate wood production, meaning that you can't fully automate anything that requires wood.
I think the idea would be to only have items that are 'disposable' early game conveniences or easily replaced with things that can be automated, like wooden palisades or an alternate recipe for rail tracks.
As long as wood isn't an absolute requirement (great disadvantage if you start in a desert + harvesting wood is boring), then it wouldn't hurt to add a few more wood recipes.

Personally I just dump all my excess wood in a box and use an arm to put it on a coal belt.
Once I'm mass-producing ammunition I shoot down all the trees instead, much faster :D

Re: wood, more uses , light bridges, weak walls

Posted: Sat May 03, 2014 6:27 am
by muzzy
You ... destroy the trees? But they reduce pollution! I'm trying very hard to keep forests up and only harvest the minimum amount needed :)