Walking on Treadmills - Ability to defy belt pushing/pulling

Post your ideas and suggestions how to improve the game.
Post Reply
User avatar
Kadaban
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Sun Feb 24, 2013 9:30 pm
Contact:

Walking on Treadmills - Ability to defy belt pushing/pulling

Post by Kadaban » Thu Feb 28, 2013 5:47 am

I was walking along my already HUGE express conveyor belt roads (2-3 next to each other are pretty common with my playstyle) and narrow alleys when I noticed something had to be done.
I either need to leave some room for me to walk around on in between my factories and other buildings. This would lead to pretty weird design choices some players might not like. Especially when designing compact layouts.

Or the player needs to be able to somehow choose whether he wants to be affected by the conveyor belt or not.
One could simply "design" some kind of boots that would allow you to not only ignore the movement when walking "against" the flow of a conveyor, but even allow the player to stop on a conveyor to, for example, allow better building placement without having to find a fixed spot.
You could of course simply add some switch or a key to enable that. I just thought the "boots idea" would add some kind of "realism" and might even help once (if?) the inventory system gets an expansion.

Comments?

Arakasi
Fast Inserter
Fast Inserter
Posts: 108
Joined: Tue Feb 26, 2013 9:43 pm
Contact:

Re: Walking on Treadmills - Ability to defy belt pushing/pul

Post by Arakasi » Thu Feb 28, 2013 9:47 am

I agree that there should be some possibility how to ignore effect of belts. Especially when you are trying to go against some faster version of belt.

Idea with some special boots is very nice. Another one might be some JetPack which allows player to jump over buildings to...

Mysteria9
Fast Inserter
Fast Inserter
Posts: 122
Joined: Sat Feb 16, 2013 9:05 am
Contact:

Re: Walking on Treadmills - Ability to defy belt pushing/pul

Post by Mysteria9 » Thu Feb 28, 2013 6:19 pm

I read elsewhere in the forum that the devs plan to include a jetpack, that would solve it! :)

orbito
Long Handed Inserter
Long Handed Inserter
Posts: 57
Joined: Sat Feb 23, 2013 7:19 pm
Contact:

Re: Walking on Treadmills - Ability to defy belt pushing/pul

Post by orbito » Thu Feb 28, 2013 6:46 pm

Mysteria9 wrote:I read elsewhere in the forum that the devs plan to include a jetpack, that would solve it! :)
I was just about to post suggesting a jetpack. Great idea

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10467
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Walking on Treadmills - Ability to defy belt pushing/pulling

Post by ssilk » Thu May 28, 2015 11:40 pm

Necroing.
Belongs to the epic "better player control", which means also handling, if exoskeleton turned on, or ideas like silent walking.

Suggestions:
https://forums.factorio.com/forum/vie ... =Walk+belt
https://forums.factorio.com/forum/vie ... f=6&t=1173
https://forums.factorio.com/forum/vie ... f=6&t=5862
https://forums.factorio.com/forum/vie ... f=6&t=6953
https://forums.factorio.com/forum/vie ... f=6&t=9959

Edit: Also related:
https://forums.factorio.com/forum/vie ... f=6&t=4032 Auto-move the avatar when trying to build out of range.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Post Reply

Return to “Ideas and Suggestions”

Who is online

Users browsing this forum: No registered users