wood, more uses , light bridges, weak walls
Moderator: ickputzdirwech
wood, more uses , light bridges, weak walls
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
I think rails could use wood. After all there's wood visible on the graphic, right?
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Re: wood, more uses , light bridges, weak walls
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.
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Re: wood, more uses , light bridges, weak walls
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 similarslay_mithos wrote:the base game can't automate wood production
Re: wood, more uses , light bridges, weak walls
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.
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Re: wood, more uses , light bridges, weak walls
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
https://forums.factorio.com/forum/vie ... f=44&t=522
Re: wood, more uses , light bridges, weak walls
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
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.
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
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.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.
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
Re: wood, more uses , light bridges, weak walls
You ... destroy the trees? But they reduce pollution! I'm trying very hard to keep forests up and only harvest the minimum amount needed