First and foremost:
1.) I apologise if some of this ideas have already bin discussed - I didn't search the board for all my ideas.
2.) Beside that, I' sorry for my english. I didn't use it in years.
=-= 17+ IDEAS TO MAKE F-A-C-T-O-R-I-O AN EVEN MORE AWESOME GAME =-=
1.) Underground-Layer(s)
1.1.) Possible Variations
1.1.1.) One Underground-Layer
1.1.2.) Two o. Three Underground-Layers
1.1.3.) Unlimited Number of Underground-Layers
1.2.) Underground-Belt can be accessed through first Underground-Layer
1.3.) Caves
1.4.) Minerals
1.5.) Gems (e.g. for Lasers)
1.6.) Lava
1.7.) ...
2.) Orbital- & Lunar-Layer
2.1.) Orbital-Layer
2.1.1) ZeroG-Facilities
2.1.2) Space Elevator
2.1.3) Asteroidmining
2.1.4.) Satellites
2.1.5.) ...
2.2.) Lunar-Layer
2.2.1) Lunar-Mining
2.2.2) LowG-Facilities
2.2.3.) ...
3.) Mining
3.1.) Deep Drilling (for a huge amount of / unlimited Ressources & Planet-Core-Access)
3.2.) ...
4.) More Ores
4.1.) Uran (to be used in the Nuclear Power Plants & special Ammunition)
4.2.) Aluminium (for Light-Structur-Buildings)
4.3.) Lead (for Accumulators & Radiation Protection)
4.4.) Cobalt (for Superalloys & Farms)
4.5.) Chrome (for Leather-Production & Chemical Industry)
4.6.) Antimony (for Alloys)
4.7.) Nickel (for Chemical Industry)
4.8.) Molybdenum (for Steel Production)
4.9.) Gold (for Electic Circuits & Sensors)
4.10.) Platinum (for Research-Labs, Melting Pots & Sensors)
4.11.) ...
5.) Grabbers
5.1.) Flexible Grabbers
5.1.1.) Grabbers with a fixed Drop-Point & a switchable Location-Point (left, straight, right)
5.1.2.) Large Grabbers with switchable range (grabbing and dropping from/at field in distance one or two - in all four combinations)
5.2.) Special Grabbers
5.2.1.) Above-Belt-Grabbers
5.3.) ...
6.) Energy
6.1.) Laser-Energy-Transfer
6.2.) Renewable Energy(-sources)
6.2.1.) Geothermal Energy Production (& Boreholes)
6.2.2.) Wind Power Plants (& Hills)
6.2.3.) Biomass Power Plants (& Farms)
6.2.4.) Biofuel (& Farms)
6.2.5.) Hydroelectric Power Plants (& Rivers)
6.2.6.) Nuclear Power Plants (& Uran)
6.2.6.1.) Processing Uran for use in Nuclear Power Plants
6.2.6.2.) Recycling/Reprocessing of used Fuel Rods
6.2.6.3.) Processing of Radioactive Waste (storing in Barrels / Vitrification of liquid Waste)
6.2.6.4.) Final Disposal of Radioactive Waste filled Barrels in Underground-Layers
6.3.) A Switch at every Engine/Machine to turn it on/off (without removing Power Poles)
6.4.) ...
7.) Farms (for Nutrition)
7.1.) Grain & other Crops
7.2.) Rape (for Oil-Production & Biofuel)
7.3.) Production of biological "waste" (for the Biomass Power Plant & Fertiliser-Production)
7.4.) ...
8.) Sensors
8.1.) Optical Sensors
8.2.) Movement Detector
8.3.) Noise Sensors
8.4.) Temperature Sensors
8.5.) Light Barriers
8.6.) ...
9.) Programming within the Logical Network (using Sensors)
9.1.) Logic Gates
9.1.1.) AND
9.1.2.) NAND
9.1.3.) OR
9.1.4.) XOR
9.1.5.) NOR
9.1.6.) XNOR
9.1.7.) NOT
9.2.) ...
10.) Science
10.1.) Endless Science (e.g. +1% Productivity per researched Sciencestep and Research-Cost-Duplication)
10.2.) ...
11.) Sea-Usage
11.1.) Manganese-Nodules-Farming (for Chemical Industry & Energy Production)
11.2.) Oil-Drilling at Sea
11.3) ...
12.) Assambly Belts
12.1.) Improvements
12.1.1.) Assembly Belt Bridges
12.1.2.) Intelligent Assambly Belt Points (e.g. for Sorting)
12.2.) Trifarious Belts (where the middle row can only be filled through Intelligent Assambly Belt Points)
12.3.) ...
13.) Pipes
13.1.) Switchable Pipes (not always making connections to all nearby pipes)
13.2.) Valves
13.3.) ...
14.) Recycling
14.1.) Disassambling of Machines, Grabbers, etc.
14.2.) ...
15.) Player
15.1.) Option in Inventory to allow functioning as a Provider-Chest
15.2.) ...
16.) Terrain
16.1.) Rivers (for the Hydroelectric Power Plants)
16.2.) Hills (for the Wind Power Plants)
16.3.) Canyons (where maybe the first Underground-Layer & the Underground-Belt can be seen)
16.4.) Mountains
16.5.) Swamp
16.6.) Tundra
16.7.) Ice
16.8.) ...
17.) Gameplay-Elements
17.1.) Radiation
17.2.) Nutrition (& Farms)
17.3.) Clothing (& Leather)
17.4.) Weather- & Temperature-Effects
17.5.) Androids
17.6.) AI-Players (friendly and hostile)
17.7.) More Chemical Industry
17.8.) ...
Well, thats been my ideas while I played this awesome game.
If you have questions about some of these or want to give thoughts about them - you're welcome!
Leon
17+ IDEAS to make FACTORIO an even more AWESOME game!
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Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
Reading was fun. I like your ideas.
Watch my new screenshots here: http://steamcommunity.com/profiles/7656 ... =imagewall
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
interesting idea, at most i would have 1 under ground layer, but if i had the choice between another layer and limited terraforming i would choose terraformingLeon713 wrote:1.) Underground-Layer(s)
pretty much the same as above2.) Orbital- & Lunar-Layer
IMO this would work well with your next idea(but not in unlimited amounts)3.1.) Deep Drilling
Pretty sure Uranium and Titanium will be added, however adding every metal under the sun just gets messy, to be honest i really like how everything comes from like 5 base materials4.) More Ores
More varied inserters is one of the most common ideas,but really all the basic and required functionality is covered, to go past that you just get a little creative5.) Grabbers
Currently we have our basic, high energy/high pollution and our advanced low energy/no pollution options which serve very well, the two ideas of yours that i quite like are geothermal and the nuclear one, the second will be implemented if uranium is anyway. the others are extra fluff which add a little more flavour but not more function6.) Energy
this would work if in the late game you started building a colony as well as a factory.7.) Farms (for Nutrition)
a little bit over kill where a well placed radar array could probably suffice8.) Sensors
Could be fun to play with, but probably doesn't add much functionality9.) Programming within the Logical Network (using Sensors)
now this i quite like, especially if it were a diminishing returns system, or the price increased exponentially, possible researches could be energy use, mining speed, bullet damage(because dakka), weapon range, pollution.10.1.) Endless Science
on a personal level i'm a little iffy, mostly because i would have to start defending my coastlines and i tend to put my most crucial things up against the coast to help manage incoming attacks11.) Sea-Usage
not sure i understand this one12.) Assambly Belts
heh, give me a switch over belt and i'd be happy, but even that can be done with underground pipes13.) Pipes
only as long as you can stop it from being exploitable, i.e. give it no module slots and cap recycling efficiency at some point below 100%14.) Recycling
[/quote]15.) Player[/quote]
Player Provider idea is cool, i would say that anything which isn't being requested or in your hotbar is provided if its toggled
this varies between nearly impossible to implement and purely aesthetic imo, tho having snowy ground that melts near boilers would be cool16.) Terrain
pretty good array of ideas here, Radiation makes sense with using uranium or if your nuclear power plant gets blown up, i think the player skin is going to change to more of an obvious engineer suit, so you'd be in uniform all the time (and who's to say that you're not an android?)17.) Gameplay-Elements
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
Hm. This remembers me, that I wanted to write something about the circuits, cause without significant changes in how the circuits currently work, this simple thing would make many problems.Leon713 wrote:9.) Programming within the Logical Network (using Sensors)
9.1.) Logic Gates
9.1.1.) AND
9.1.2.) NAND
9.1.3.) OR
9.1.4.) XOR
9.1.5.) NOR
9.1.6.) XNOR
9.1.7.) NOT
9.2.) ...
Cool suggestion: Eatable MOUSE-pointers.
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Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
1.)
I would like to see a underground layer to give underground belts more possibilities than a straight 4 block line.
more layers would hurt the gameplay more than to improve it (if you dont plan your flow of resources, just go deeper)
2.)
in my opinion completely unnecessary. Your job is to prepare the planet surface for colonisation, but the Space Elevator would be a nice final goal.
3.)
can be good when balanced. when you get unlimited resources the yield should be low. (like oil fields)
4.)
uran as new resource would be nice, the rest is covered with iron/copper and completely unnecessary
5.)
new inserter could be added in the future but are not needed right now.
6.)
nuclear powerplants together with uran could be added, the rest is the same as solar panels (free & unlimited)
7.)
no.
8.) + 9.)
more possibilities in programming would be fun, even when not needed.
10.)
like 3.) can be good when balanced.
11.)
i am not sure with this one. i would like to see off shore oil fields but it seems inbalanced to have resources that are untouchable by enemies.
12.)
no. the whole system is made for to lined belts. adding a third line would mean you have to resize everything (like items, tiles, buildings)
13.)
a change ofthe pipe placement would indeed be awesome (i would prefer placinb pipes like belts)
14.)
i dont think it would be useful. just plan ahead to minimize waste
15.)
no idea. can be nice, i guess
16.)
mostly cosmetics. not important, but nice to see.
17.)
radiation - covered with pollution
nutrition - not needed
clothing - not needed
weather - not needed
androids - for what?
NPCs - i like the idea but would like to see something more detailed
more chemical industry - and again: for what?
altogether some good ideas, but using everything would be way to much
I would like to see a underground layer to give underground belts more possibilities than a straight 4 block line.
more layers would hurt the gameplay more than to improve it (if you dont plan your flow of resources, just go deeper)
2.)
in my opinion completely unnecessary. Your job is to prepare the planet surface for colonisation, but the Space Elevator would be a nice final goal.
3.)
can be good when balanced. when you get unlimited resources the yield should be low. (like oil fields)
4.)
uran as new resource would be nice, the rest is covered with iron/copper and completely unnecessary
5.)
new inserter could be added in the future but are not needed right now.
6.)
nuclear powerplants together with uran could be added, the rest is the same as solar panels (free & unlimited)
7.)
no.
8.) + 9.)
more possibilities in programming would be fun, even when not needed.
10.)
like 3.) can be good when balanced.
11.)
i am not sure with this one. i would like to see off shore oil fields but it seems inbalanced to have resources that are untouchable by enemies.
12.)
no. the whole system is made for to lined belts. adding a third line would mean you have to resize everything (like items, tiles, buildings)
13.)
a change ofthe pipe placement would indeed be awesome (i would prefer placinb pipes like belts)
14.)
i dont think it would be useful. just plan ahead to minimize waste
15.)
no idea. can be nice, i guess
16.)
mostly cosmetics. not important, but nice to see.
17.)
radiation - covered with pollution
nutrition - not needed
clothing - not needed
weather - not needed
androids - for what?
NPCs - i like the idea but would like to see something more detailed
more chemical industry - and again: for what?
altogether some good ideas, but using everything would be way to much
are you a spam bot?
[ ] Yes
[ ] No
[X] I don't know
[ ] Yes
[ ] No
[X] I don't know
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
Yes.1.1.1.) One Underground-Layer
Too complex, and it wouldn't add much.1.1.2.) Two o. Three Underground-Layers
1.1.3.) Unlimited Number of Underground-Layers
How else would they be accessed?1.2.) Underground-Belt can be accessed through first Underground-Layer
I'm not sure, realistically it wouldn't make much sense. Besides finding resources is easy enough using with radars.1.3.) Caves
Which ones?1.4.) Minerals
That would be nice, everything that needs a laser would need some kind of crystal resource.1.5.) Gems (e.g. for Lasers)
Contrary to popular belief, lava pools are not a regular thing. Well, neither are thousands of tons of copper, iron and coal above the ground, so who knows. Besides it wouldn't really add anything, leaving aside the looks, since you can't fall to water, yo won't really be able to fall to lava either.1.6.) Lava
I think that's a little far-fetched. Maybe for Factorio 2?2.) Orbital- & Lunar-Layer
2.1.) Orbital-Layer
2.1.1) ZeroG-Facilities
2.1.2) Space Elevator
2.1.3) Asteroidmining
2.1.4.) Satellites
2.1.5.) ...
2.2.) Lunar-Layer
2.2.1) Lunar-Mining
2.2.2) LowG-Facilities
2.2.3.) ...
YES! Once you deplete resources on a mine, you could setup a super-expensive-and-power-hungry mining drill that would extract resources from below ground. Maybe it could be made so we need to feed it with explosives.3.1.) Deep Drilling (for a huge amount of / unlimited Ressources & Planet-Core-Access)
Too many ores and it's just too complex. I would add a few more, see how it turns out first.4.) More Ores
4.1.) Uran (to be used in the Nuclear Power Plants & special Ammunition)
4.2.) Aluminium (for Light-Structur-Buildings)
4.3.) Lead (for Accumulators & Radiation Protection)
4.4.) Cobalt (for Superalloys & Farms)
4.5.) Chrome (for Leather-Production & Chemical Industry)
4.6.) Antimony (for Alloys)
4.7.) Nickel (for Chemical Industry)
4.8.) Molybdenum (for Steel Production)
4.9.) Gold (for Electic Circuits & Sensors)
4.10.) Platinum (for Research-Labs, Melting Pots & Sensors)
4.11.) ...
As mentioned above, you can get creative. At first I thought that flexible grabbers would be a nice addition. But they are not really that necessary. Would allow for more compact designs, yes, but it would be more tedious to manage.5.) Grabbers
5.1.) Flexible Grabbers
5.1.1.) Grabbers with a fixed Drop-Point & a switchable Location-Point (left, straight, right)
5.1.2.) Large Grabbers with switchable range (grabbing and dropping from/at field in distance one or two - in all four combinations)
5.2.) Special Grabbers
5.2.1.) Above-Belt-Grabbers
5.3.) ...
I love the idea! A laser tower station that you could name, and then when you place another laser station you could select to which station should be connected. The further away the station, the bigger the percentage of lost energy.6.1.) Laser-Energy-Transfer
Yes.6.2.1.) Geothermal Energy Production (& Boreholes)
Yes, and we would probably need climate conditions, so the wind can change.6.2.2.) Wind Power Plants (& Hills)
Finally something to do with all those trees and dead biters!6.2.3.) Biomass Power Plants (& Farms)
6.2.4.) Biofuel (& Farms)
Very much yes. And the ability to cross water.6.2.5.) Hydroelectric Power Plants (& Rivers)
Yup.6.2.6.) Nuclear Power Plants (& Uran)
6.2.6.1.) Processing Uran for use in Nuclear Power Plants
While it would be nice to have radioactive waste and be able to process it, I think unless we get nuclear weapons it would just be pointless tedious work.6.2.6.2.) Recycling/Reprocessing of used Fuel Rods
6.2.6.3.) Processing of Radioactive Waste (storing in Barrels / Vitrification of liquid Waste)
6.2.6.4.) Final Disposal of Radioactive Waste filled Barrels in Underground-Layers
That would be pretty useful.6.3.) A Switch at every Engine/Machine to turn it on/off (without removing Power Poles)
It would be nice if we actually needed to feed a colony with the food. Maybe before the ship lands for colonization we need to have a stock of food, and a food supply chain setup. And after the mother ship lands you have to grow the colony. That would b a good end-game.7.) Farms (for Nutrition)
7.1.) Grain & other Crops
7.2.) Rape (for Oil-Production & Biofuel)
7.3.) Production of biological "waste" (for the Biomass Power Plant & Fertiliser-Production)
8.) Sensors
You could attach a sensor to a switch to switch something when the sensor output is below X amount. That would be nice.8.1.) Optical Sensors
Over-kill. What for? Sound an alarm when biters are coming?8.2.) Movement Detector
What use-case would it have?8.3.) Noise Sensors
What for?8.4.) Temperature Sensors
You mean like a laser-wall?8.5.) Light Barriers
Maybe a micro LUA API in-game would be nice. Request items, provide items, measure items, custom conditions, send robots somewhere, build something somewhere, switch machines off, etc.9.) Programming within the Logical Network (using Sensors)
9.1.) Logic Gates
9.1.1.) AND
9.1.2.) NAND
9.1.3.) OR
9.1.4.) XOR
9.1.5.) NOR
9.1.6.) XNOR
9.1.7.) NOT
9.2.) ...
It would be nice, on end-game.10.1.) Endless Science (e.g. +1% Productivity per researched Sciencestep and Research-Cost-Duplication)
What?11.1.) Manganese-Nodules-Farming (for Chemical Industry & Energy Production)
Yes. But first, we would need to be able to swim11.2.) Oil-Drilling at Sea
I'm not sure if I understand. Seems overly complicated.12.) Assambly Belts
12.1.) Improvements
12.1.1.) Assembly Belt Bridges
12.1.2.) Intelligent Assambly Belt Points (e.g. for Sorting)
12.2.) Trifarious Belts (where the middle row can only be filled through Intelligent Assambly Belt Points)
12.3.) ...
I would rather see the ability to place pipes next to each other without connecting them.13.) Pipes
13.1.) Switchable Pipes (not always making connections to all nearby pipes)
13.2.) Valves
13.3.) ...
Yes, I would like that, but it would have very few limited applications. In what situation would you want to recycle something? Maybe if we had a colony, and we had to manage wastes.14.) Recycling
14.1.) Disassambling of Machines, Grabbers, etc.
14.2.) ...
Ah, yes, I just created a post with that 20 minutes ago, that would be more practical than putting down a chest, and placing your items there.15.) Player
15.1.) Option in Inventory to allow functioning as a Provider-Chest
15.2.) ...
I think anything that changes the height would be tricky to implement.16.) Terrain
16.1.) Rivers (for the Hydroelectric Power Plants)
16.2.) Hills (for the Wind Power Plants)
16.3.) Canyons (where maybe the first Underground-Layer & the Underground-Belt can be seen)
16.4.) Mountains
16.5.) Swamp
16.6.) Tundra
16.7.) Ice
16.8.) ...
Why not. Just a constant damage on a radiation-zone. But again you already have a protective suit. So kind of pointless.17.1.) Radiation
With a colony, food, yes. Clothing seems to be pointless.17.2.) Nutrition (& Farms)
17.3.) Clothing (& Leather)
Yes.17.4.) Weather- & Temperature-Effects
Yes, yes. Ground logistic robots. And ground battle robots.17.5.) Androids
You are supposed to be colonizing a planet, there is no one there! Although it would be interesting I guess.17.6.) AI-Players (friendly and hostile)
Mmm.17.7.) More Chemical Industry
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
I really like the idea of sensors and stuff like that!
Also farming sounds great, but the other stuff... not so good.
For example, I really don't want more ores.
I like factorio because you don't need many "raw resources". It isn't a horrible idea after all, but I prefer only few ores.
Good ideas, but too many of them.
Also farming sounds great, but the other stuff... not so good.
For example, I really don't want more ores.
I like factorio because you don't need many "raw resources". It isn't a horrible idea after all, but I prefer only few ores.
Good ideas, but too many of them.
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
* and web ^^Leon713 wrote:First and foremost:
4.5.) Chrome (for Leather-Production & Chemical Industry)
Re: 17+ IDEAS to make FACTORIO an even more AWESOME game!
Yes.Leon713 wrote:Rape