25 General Quality Suggestions
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25 General Quality Suggestions
1. Conveyor Belt Blockade; for conveyor belts that's craftable that you can put at the end of a conveyor built that acts has a block, so items don't spill onto other conveyor belts when rotating the belt isn't an option.
2. Pollution Graph; to increase the effectiveness of when you want to diagnose pollution problems.
3. Improved World Generator; currently the highest resource setting is only twice that of the normal one. There are alot of things that have very strict limits on what it can be.
4. Edit the amount of pollution required for a biter assault; the name explains it.
5. Trash slot in inventory; would help if your inventory is always full.
6. Train speed upgrade; to add incentive to use trains instead of belts for long distance transport.
7. Armed Train; guards trains againts biter infested areas, should be programmable to only shoot if the train is stopped.
8. Improved Nuke Sprites; the current atom bomb doesn't have a mushroom cloud, special sound effects, or anything, so they just feel like glorified explosives.
9. Circuit Tutorial; the name, again
10. Better Pickaxes; steel is early game, so something faster and more advanced would be nice.
11. Robotic Arm Extensions; modular armor mod, increases placement and destruction range.
12. New Oil Processing; something besides the 3 existing ones.
13. Heat Exchanger Sprites; already made a thread about this earlier, looks like a boiler with heat pipes.
14. New Power Sources; wind, hydroelectric, geothermal, or algae.
15. Counterbalances; If these new power sources are to be created, everyone will just stick to one, so adding them will be a hassle because the developers would have to make reasons to not just stick to one forever.
16. Compressors; compresses conveyor belts.
17. Cheaper steel; steel should be reduced to 3 iron per steel, as the current rate is too high.
18. Splitter inserter; should be able to put the item on either side, and should be able to allow it to insert only on one side if the player chooses so.
19. Better GUI; I get this game is quite new, but the interface is just gray. It looks old and unappetizing compared to other sprites in Factorio.
20. 2 Player Vehicles; for pvp-team multiplayer.
21. Improved pvp-team multiplayed; add something, because pvp feels like normal factorio againts humans.
22. Better rocket launch animation; the current one looks fantastic, and I get this is supposed to be a very optimized game, but I think the rocket launch animation, being the thing that is at the zenith of what your factory should've had accomplished to that point, it should have alot more fire, breaking objects, explosions, sound FX, etc.
23. Large Accumulators; for more compact solar arrays.
24. Blue wire; a third circuit wire.
25. Turret conveyor belts; able to be placed on walls. Should let the turret move along the path you've built.
Also, I know this is 26, but please make birds.
2. Pollution Graph; to increase the effectiveness of when you want to diagnose pollution problems.
3. Improved World Generator; currently the highest resource setting is only twice that of the normal one. There are alot of things that have very strict limits on what it can be.
4. Edit the amount of pollution required for a biter assault; the name explains it.
5. Trash slot in inventory; would help if your inventory is always full.
6. Train speed upgrade; to add incentive to use trains instead of belts for long distance transport.
7. Armed Train; guards trains againts biter infested areas, should be programmable to only shoot if the train is stopped.
8. Improved Nuke Sprites; the current atom bomb doesn't have a mushroom cloud, special sound effects, or anything, so they just feel like glorified explosives.
9. Circuit Tutorial; the name, again
10. Better Pickaxes; steel is early game, so something faster and more advanced would be nice.
11. Robotic Arm Extensions; modular armor mod, increases placement and destruction range.
12. New Oil Processing; something besides the 3 existing ones.
13. Heat Exchanger Sprites; already made a thread about this earlier, looks like a boiler with heat pipes.
14. New Power Sources; wind, hydroelectric, geothermal, or algae.
15. Counterbalances; If these new power sources are to be created, everyone will just stick to one, so adding them will be a hassle because the developers would have to make reasons to not just stick to one forever.
16. Compressors; compresses conveyor belts.
17. Cheaper steel; steel should be reduced to 3 iron per steel, as the current rate is too high.
18. Splitter inserter; should be able to put the item on either side, and should be able to allow it to insert only on one side if the player chooses so.
19. Better GUI; I get this game is quite new, but the interface is just gray. It looks old and unappetizing compared to other sprites in Factorio.
20. 2 Player Vehicles; for pvp-team multiplayer.
21. Improved pvp-team multiplayed; add something, because pvp feels like normal factorio againts humans.
22. Better rocket launch animation; the current one looks fantastic, and I get this is supposed to be a very optimized game, but I think the rocket launch animation, being the thing that is at the zenith of what your factory should've had accomplished to that point, it should have alot more fire, breaking objects, explosions, sound FX, etc.
23. Large Accumulators; for more compact solar arrays.
24. Blue wire; a third circuit wire.
25. Turret conveyor belts; able to be placed on walls. Should let the turret move along the path you've built.
Also, I know this is 26, but please make birds.
Re: 25 General Quality Suggestions
Hi,
You forgot suggestion number 0 : viewtopic.php?f=6&t=3394
You forgot suggestion number 0 : viewtopic.php?f=6&t=3394
Koub - Please consider English is not my native language.
Re: 25 General Quality Suggestions
First: Please don't just post a bunch of stuff in a big list. If you post them one at a time you can see which ones have more support, do your research to see if it has been suggested or planned, and fill in the idea a bit more.
source.)
Give me one example of a situation you would need this.NamelessMurder wrote:1. Conveyor Belt Blockade; for conveyor belts that's craftable that you can put at the end of a conveyor built that acts has a block, so items don't spill onto other conveyor belts when rotating the belt isn't an option.
Unclear. Do you want to know what makes the most pollution? If so, you can look at mining outposts to see how much they make, or you could use efficinency modules everywhere, or just exterminate all the biters. As a general rule, a large amount of your pollution comes from power generation, followed by electric mining drills and assemblers.NamelessMurder wrote:2. Pollution Graph; to increase the effectiveness of when you want to diagnose pollution problems.
Planned for 0.16 (source, source,NamelessMurder wrote:3. Improved World Generator; currently the highest resource setting is only twice that of the normal one. There are alot of things that have very strict limits on what it can be.
source.)
Use mods effecting aliens or you can change how much pollution is produced in the advanced worldgen settings.NamelessMurder wrote:4. Edit the amount of pollution required for a biter assault; the name explains it.
Very unclear.NamelessMurder wrote:5. Trash slot in inventory; would help if your inventory is always full.
Different types of fuel increase train speed; coal and wood are lowest, then solid fuel, then rocket fuel. Braking distance research also increases the time trains can stay at top speed.NamelessMurder wrote:6. Train speed upgrade; to add incentive to use trains instead of belts for long distance transport.
Artillery train planned for 0.16 (source, source.)NamelessMurder wrote:7. Armed Train; guards trains againts biter infested areas, should be programmable to only shoot if the train is stopped.
Maybe sometime. The art department is fairly busy at the moment.NamelessMurder wrote:8. Improved Nuke Sprites; the current atom bomb doesn't have a mushroom cloud, special sound effects, or anything, so they just feel like glorified explosives.
More in-game mini-tutorials are planned (source), also, you forgot a period .NamelessMurder wrote:9. Circuit Tutorial; the name, again
Use bots. Manual stuff is for the early game.NamelessMurder wrote:10. Better Pickaxes; steel is early game, so something faster and more advanced would be nice.
Use mods, or use blueprints and bots over the map.NamelessMurder wrote:11. Robotic Arm Extensions; modular armor mod, increases placement and destruction range.
You already have basic, advanced, and coal liquification, along with cracking.NamelessMurder wrote:12. New Oil Processing; something besides the 3 existing ones.
We'll see. Again, the graphics department is very busy right now.NamelessMurder wrote:13. Heat Exchanger Sprites; already made a thread about this earlier, looks like a boiler with heat pipes.
Why? How? Water doesn't move, and adding the other stuff would be unneeded complexity.NamelessMurder wrote:14. New Power Sources; wind, hydroelectric, geothermal, or algae.
You're saying that they have to change the game to make it so people will use the stuff they add?NamelessMurder wrote:15. Counterbalances; If these new power sources are to be created, everyone will just stick to one, so adding them will be a hassle because the developers would have to make reasons to not just stick to one forever.
If your belts aren't compressed, you need more production.NamelessMurder wrote:16. Compressors; compresses conveyor belts.
That would go in the balancing subforum.NamelessMurder wrote:17. Cheaper steel; steel should be reduced to 3 iron per steel, as the current rate is too high.
Bob's inserters. Also perhaps a bit complex for new players.NamelessMurder wrote:18. Splitter inserter; should be able to put the item on either side, and should be able to allow it to insert only on one side if the player chooses so.
Planned for 0.16 (source, source.)NamelessMurder wrote:19. Better GUI; I get this game is quite new, but the interface is just gray. It looks old and unappetizing compared to other sprites in Factorio.
That would have a very narrow use. You can build two cars or tanks, and if you have a train players can ride in wagons and cargo wagons, so as long as you don't have a single engine, you're good.NamelessMurder wrote:20. 2 Player Vehicles; for pvp-team multiplayer.
Maybe. Not the main focus of the game.NamelessMurder wrote:21. Improved pvp-team multiplayed; add something, because pvp feels like normal factorio againts humans.
So... you're saying that stuff should be breaking when you're "at the zenith of what your factory should've had accomplished to that point"?NamelessMurder wrote:22. Better rocket launch animation; the current one looks fantastic, and I get this is supposed to be a very optimized game, but I think the rocket launch animation, being the thing that is at the zenith of what your factory should've had accomplished to that point, it should have alot more fire, breaking objects, explosions, sound FX, etc.
Mods or just use bots to build a lot.NamelessMurder wrote:23. Large Accumulators; for more compact solar arrays.
Maybe. I'm fairly certain mods add this. It would require all power poles to have 4 spots for wires, though.NamelessMurder wrote:24. Blue wire; a third circuit wire.
Useless late-game, and would make the game a bit easier.NamelessMurder wrote:25. Turret conveyor belts; able to be placed on walls. Should let the turret move along the path you've built.
Maybe. They would have very little real purpose though.NamelessMurder wrote:Also, I know this is 26, but please make birds.
There are 10 types of people: those who get this joke and those who don't.
Re: 25 General Quality Suggestions
Give me an example of a place where half an underground couldn't do this job even if it has to be the wrong colourJap2.0 wrote:First: Please don't just post a bunch of stuff in a big list. If you post them one at a time you can see which ones have more support, do your research to see if it has been suggested or planned, and fill in the idea a bit more.
Give me one example of a situation you would need this.NamelessMurder wrote:1. Conveyor Belt Blockade; for conveyor belts that's craftable that you can put at the end of a conveyor built that acts has a block, so items don't spill onto other conveyor belts when rotating the belt isn't an option.
There already is a pollution graph of sorts in map mode, the more red a square is the more solution that square is making.Jap2.0 wrote:Unclear. Do you want to know what makes the most pollution? If so, you can look at mining outposts to see how much they make, or you could use efficinency modules everywhere, or just exterminate all the biters. As a general rule, a large amount of your pollution comes from power generation, followed by electric mining drills and assemblers.NamelessMurder wrote:2. Pollution Graph; to increase the effectiveness of when you want to diagnose pollution problems.
Even if that wasn't the case the amount of ore gen isn't twice as big on max settings as normal it's actually at minimum eight times, it doubles width, height and density, practical experience tells me though ore patches around 10-20k are normal in the starting area but can be as high as 200M with XL patches and XL densities
Yup you can tweak the evolution settings and the pollution settings and how actively biters spread it's kind of awesome how detailed the Devs have been in customisationJap2.0 wrote:Use mods effecting aliens or you can change how much pollution is produced in the advanced worldgen settings.NamelessMurder wrote:4. Edit the amount of pollution required for a biter assault; the name explains it.
There is already Auto Trash but if you want there to be an inventory space that is where overflow goes when your inventory is full, I don't think one extra slot will help you, you need better inventory management and more logistics botsNamelessMurder wrote:5. Trash slot in inventory; would help if your inventory is always full.
yup and it's not like trains aren't already better by a huge margin than belts in about ten ways, infrastructure cost being the most obvious a single blue belt going 1000 tiles is more expensive than like 40 trains and only gives a 90ish per second transfer rate, your average train can transport 160 stacks of items that distance in under a minute.Jap2.0 wrote:Different types of fuel increase train speed; coal and wood are lowest, then solid fuel, then rocket fuel. Braking distance research also increases the time trains can stay at top speed.NamelessMurder wrote:6. Train speed upgrade; to add incentive to use trains instead of belts for long distance transport.
That is going to be awesome
Yup I'm loving all the new HD textures I bet explosions are on the list but I don't think anything in weaponry has been done yet, they'll get there, but mushroom clouds? I don't think that's necessary a white flash across the screen which saturates the brightness and fades back to normal over 0.5-1 second would be cool though along with the grenade like explosionsJap2.0 wrote:Maybe sometime. The art department is fairly busy at the moment.NamelessMurder wrote:8. Improved Nuke Sprites; the current atom bomb doesn't have a mushroom cloud, special sound effects, or anything, so they just feel like glorified explosives.
Yup the tips and tricks are going to be awesome, in the meanwhile ask on the forums for helpJap2.0 wrote:More in-game mini-tutorials are planned (source), also, you forgot a period .NamelessMurder wrote:9. Circuit Tutorial; the name, again
steel is more mid game, but I wouldn't mind a boost from exoskeletonsJap2.0 wrote:Use bots. Manual stuff is for the early game.NamelessMurder wrote:10. Better Pickaxes; steel is early game, so something faster and more advanced would be nice.
I can see this being useful for one offs but yeah you need a personal roboport and a few dozen botsJap2.0 wrote:Use mods, or use blueprints and bots over the map.NamelessMurder wrote:11. Robotic Arm Extensions; modular armor mod, increases placement and destruction range.
And more isn't necessarily better more is just more and more without reason is kind of soul sucking since fluids still aren't very niceJap2.0 wrote:You already have basic, advanced, and coal liquification, along with cracking.NamelessMurder wrote:12. New Oil Processing; something besides the 3 existing ones.
And you have a thread for this why add it to the listJap2.0 wrote:We'll see. Again, the graphics department is very busy right now.NamelessMurder wrote:13. Heat Exchanger Sprites; already made a thread about this earlier, looks like a boiler with heat pipes.
Again more isn't necessarily better complexity for complexity's sake is frustrating. It wouldn't add to the game just add to confusion of new playersJap2.0 wrote:Why? How? Water doesn't move, and adding the other stuff would be unneeded complexity.NamelessMurder wrote:14. New Power Sources; wind, hydroelectric, geothermal, or algae.
So you add stuff only to add more stuff to fix a problem that isn't there in the first placeJap2.0 wrote:You're saying that they have to change the game to make it so people will use the stuff they add?NamelessMurder wrote:15. Counterbalances; If these new power sources are to be created, everyone will just stick to one, so adding them will be a hassle because the developers would have to make reasons to not just stick to one forever.
Yup you can't compress belts without pausing them, if you mean you can't add something to a partially compressed belt have you tried adding to undergrounds or splitters they already prefer items from inserters if there's a small gap.Jap2.0 wrote:If your belts aren't compressed, you need more production.NamelessMurder wrote:16. Compressors; compresses conveyor belts.
Or you need to do more mining, personally I think steel is fairly well placed as a barrier to entry for more useful tech it's not needed everywhere but to make the most from your factory you need to upscale and get steelJap2.0 wrote:That would go in the balancing subforum.NamelessMurder wrote:17. Cheaper steel; steel should be reduced to 3 iron per steel, as the current rate is too high.
inserters and belts are fairly easily understood and the various work arounds to get the belts to have items on the sides you want them to have items on is one of the things that makes factory fun and one of the things that the Devs want to encourage, being able to better control inserters in some ways kills the puzzle aspect of the gameJap2.0 wrote:Bob's inserters. Also perhaps a bit complex for new players.NamelessMurder wrote:18. Splitter inserter; should be able to put the item on either side, and should be able to allow it to insert only on one side if the player chooses so.
Yup but I think you might be beginning to see a theme this game isn't in full release it's in early access and various elements are being improved, you've already seen if you've followed Jap's links the improvements for tips and tricks and I'm sure that's not the only one, but that said this is a factory game, dull and grey and grimy says factory all over
Actually 2 or more people can get in a single train engine but only the first one has control, I'm not sure the same isn't true of cars and tanks anywayJap2.0 wrote:That would have a very narrow use. You can build two cars or tanks, and if you have a train players can ride in wagons and cargo wagons, so as long as you don't have a single engine, you're good.NamelessMurder wrote:20. 2 Player Vehicles; for pvp-team multiplayer.
but there are multiplayer aspects like this in the works, you might be better talking to map makers than asking the devs for better multiplayer by default because it's the map design and the challenges set within the maps that makes PVP or team faction'd multiplayer interesting, I once had an Idea about a world with a mirror down the middle and an impassable line and having a bot team on one side and a belt team on the other, with a race to launch a rocket, bot team got access to logistics bots belt team doesn't but bot team can only use yellow belts.Jap2.0 wrote:Maybe. Not the main focus of the game.NamelessMurder wrote:21. Improved pvp-team multiplayed; add something, because pvp feels like normal factorio againts humans.
I think what he's after is more artwork again and there should be some way to ramp up the difficulty without a restartmaybe turning on expensive recipes and increasing the multiplier, you've defeated this so why not take it to the next levelJap2.0 wrote:So... you're saying that stuff should be breaking when you're "at the zenith of what your factory should've had accomplished to that point"?NamelessMurder wrote:22. Better rocket launch animation; the current one looks fantastic, and I get this is supposed to be a very optimized game, but I think the rocket launch animation, being the thing that is at the zenith of what your factory should've had accomplished to that point, it should have alot more fire, breaking objects, explosions, sound FX, etc.
big sprawling bases are part of the fun, why not remove some of the biggest and most complex structures and make them a magic block?Jap2.0 wrote:Mods or just use bots to build a lot.NamelessMurder wrote:23. Large Accumulators; for more compact solar arrays.
I kind of think more wire colours might have uses but one of the challenges of the game is working within the limits and adding a blue wire isn't a simple oh one new wire everything works it's changing the code in small ways in 1000s of places and adding sprites and more, unless you can have any wire colour you want but only 2 colours can attach to any object at a time, and 3 colours to power poles, would certainly make you think add complexity and utility in the same swipe, I like itJap2.0 wrote:Maybe. I'm fairly certain mods add this. It would require all power poles to have 4 spots for wires, though.NamelessMurder wrote:24. Blue wire; a third circuit wire.
is there any real benefit having the turrets on conveyors there's still loading them with ammo and if they're fixed to walls anyways? I mean for turret creep they'd be wonderful but I'd need some convincingJap2.0 wrote:Useless late-game, and would make the game a bit easier.NamelessMurder wrote:25. Turret conveyor belts; able to be placed on walls. Should let the turret move along the path you've built.
another source of food on land would be nice ^_^ especially for those only water in starting area type maps.Jap2.0 wrote:Maybe. They would have very little real purpose though.NamelessMurder wrote:Also, I know this is 26, but please make birds.
but Yeah one item per thread is better I only replied because I'd seen someone else had taken the effort and they deserved a little appreciation for going to the effort
My Mod ideas - https://forums.factorio.com/forum/vie ... 49#p107558
Re: 25 General Quality Suggestions
welcome to factorio. we are sorry to hear how uninteresting this very wonderful game is to you. After you've created 26 mods to change behaviors -you- don't like, please release them as a mod pack. Then we can see how many people want the changes you suggest. Thanks.
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Re: 25 General Quality Suggestions
which bob mod has the option for cheaper steel?
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Re: 25 General Quality Suggestions
for number 5 i think he/she means the trash system like in terraria (if you have heard of it)
it might affect balance because it enables you to just delete stuff in basically one click
it might affect balance because it enables you to just delete stuff in basically one click
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Re: 25 General Quality Suggestions
please make the multiple-player-vehicle a separate feature request.
i like the idea of having 2 player characters in one car, where one drives and the other shoots. or 4 in a tank: driver, shells, machine gun, flame thrower. or several players on a train with combat wagons (i understood an artillery wagon is planned). for each of these it would be great to be able to split the work between the players in the vehicle.
this principle always, in every game it was implemented, made a lot of fun and added a nice bit to the multiplayer game experience.
i like the idea of having 2 player characters in one car, where one drives and the other shoots. or 4 in a tank: driver, shells, machine gun, flame thrower. or several players on a train with combat wagons (i understood an artillery wagon is planned). for each of these it would be great to be able to split the work between the players in the vehicle.
this principle always, in every game it was implemented, made a lot of fun and added a nice bit to the multiplayer game experience.
Re: 25 General Quality Suggestions
Bullet lists like this thread are usually justifiably ignored by game developers. If someone is too lazy to make a post for each suggestion, they are either not good suggestions, or they're not really interested.Impatient wrote:please make the multiple-player-vehicle a separate feature request.
So it might work better if you post it yourself.
Re: 25 General Quality Suggestions
you want things to get done? done: viewtopic.php?f=6&t=53368nljr wrote:
So it might work better if you post it yourself.
Re: 25 General Quality Suggestions
UTP Cat. 5e; 10BASE-T, 100BASE-TXNamelessMurder wrote:24. Blue wire; a third circuit wire.