Search found 78 matches
- Fri May 20, 2022 11:38 pm
- Forum: Show your Creations
- Topic: Prototype compact all science.
- Replies: 1
- Views: 2746
Prototype compact all science.
Hello all. Its been a long time. I've been working on this for a while, and thought id share the spaghetti madness. I was attempting to create a compact factory capable of producing 1 of every science continuously. If fully upgraded with blue belts and lvl 3 assemblers it SHOULD produce 5 of each sc...
- Fri Jun 19, 2020 1:17 pm
- Forum: Ideas and Suggestions
- Topic: More creatures
- Replies: 0
- Views: 739
More creatures
TL;DR Show more animals. Visual only. What ? Suppose you cut down a tree, and little flying aliens scatter, or you run over a fallen log, and tiny bugs flee for their lives. As areas become more and more polluted, you see less wildlife, and hear less chirping. The actual effect of wildlife scatteri...
- Thu Nov 28, 2019 2:49 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144614
Re: Attacking biters with turrets makes all weapons pointless
[...]The issue at hand is : Turret creep renders all the shotguns, machine guns, tanks, and cars pointless. It is better in every way to just turret creep, [...] yeah no. - while you turret creep one nest, i'm annihilating ten or more with nukes and/or combat bots. - I find joy in rolling through n...
- Wed Nov 27, 2019 4:43 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144614
Re: Attacking biters with turrets makes all weapons pointless
So. I couldn't stop thinking about it, forgive the ramblings. The issue at hand is : Turret creep renders all the shotguns, machine guns, tanks, and cars pointless. It is better in every way to just turret creep, and this strat is viable, almost from the start. Having a delay on turrets is nearly po...
- Tue Nov 26, 2019 3:51 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144614
Re: Attacking biters with turrets makes all weapons pointless
At this point. I only see 2 "solutions" to turret creep. 1. Make early weapons a better option. Which would make biters not an issue sooner. 2. Disallow building in range of a biter base. Which people will complain about arbitrary restrictions. Or just leave it be, as the moment one has ar...
- Tue Nov 26, 2019 12:43 pm
- Forum: Ideas and Suggestions
- Topic: GG's Starlog 1 - The Big Proposal
- Replies: 4
- Views: 3172
Re: GG's Starlog 1 - The Big Proposal
The main issue I see,is this would completely overhaul the game. Its kinda like in spore where you spend the first half of the game building creatures, messing with parts and stats, then suddenly "psyche! Its an rts now :)" Its building a new game, before the first game is finished, and ju...
- Sat Apr 13, 2019 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle manufacturing buildings (No vehicles in inventory)
- Replies: 7
- Views: 4246
Re: Vehicle manufacturing buildings (No vehicles in inventory)
I do like the idea of a train manufacturing building. Mostly for the fact that if you can tell it to make a certain train config (i e. <Engine< wagon wagon wagon >Engine>) as well as pre-made stop setups, then you could hook it up to the logistics network, and, say, tell it to auto-build more trains...
- Thu Mar 28, 2019 2:15 am
- Forum: Ideas and Suggestions
- Topic: pump to fluid wagon connection from the end
- Replies: 6
- Views: 1773
Re: pump to fluid wagon connection from the end
I was suprisingly unaware that trains could push XD
Mostly because its never occurred to me to make a train like
[Wagon] <engine] [engine>
And at that point, is there any way to ensure the wagon always docks toward the correct side? (Aside from having it go between only 2 points. )
Mostly because its never occurred to me to make a train like
[Wagon] <engine] [engine>
And at that point, is there any way to ensure the wagon always docks toward the correct side? (Aside from having it go between only 2 points. )
- Wed Mar 27, 2019 12:16 pm
- Forum: Ideas and Suggestions
- Topic: pump to fluid wagon connection from the end
- Replies: 6
- Views: 1773
Re: pump to fluid wagon connection from the end
I don't exactly see how this can be used.
Since trains cant "push" wagons, how would you get a fluid wagon to the edge of a dead end?
I mean, you can build the wagon at the end, then send it off, but that limits it to a manual use.
Since trains cant "push" wagons, how would you get a fluid wagon to the edge of a dead end?
I mean, you can build the wagon at the end, then send it off, but that limits it to a manual use.
- Tue Feb 05, 2019 1:50 pm
- Forum: Combinator Creations
- Topic: SmartBelt Loop Factory
- Replies: 2
- Views: 3825
Re: SmartBelt Loop Factory
If I may, I was recently working on a similar idea. You dont really need to read the contents of an entire belt. Its messy as all get out, but I've gotten away with just reading the 3 belts before a given assembler. Attatch that to the output arm. Enable if given product is 0. If given material loop...
- Mon Jan 21, 2019 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 12130
Re: Automatic science dependency research / Allow "researching" unavailable technologies
Its an awesome and interesting idea, but I see one or two major issues. What happens when you have 2 or more dependencies available at once? Does it choose randomly, or the cheapest? Also, lets say you go straight to the rocket. Many researchs are stepping stones that teach you to automate certain p...
- Wed Dec 19, 2018 6:43 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 50978
Re: Underground Rail
So. Skimming through, I noticed some concerns as to implimentation. 1. If it runs out of fuel in a tunnel.... Just make it continue forward until the powering engine is out. Or Allow fuel access to a train, from the entrance/exit of a tunnel. 2. If an entrance is destroyed with a train still in it.....
- Fri Oct 12, 2018 12:05 pm
- Forum: Ideas and Suggestions
- Topic: New class of vaults- a big one
- Replies: 19
- Views: 5610
Re: New class of vaults- a big one
- Warehousing mods (there are several). They definitely have reports of UPS problems, but they have nice sizes and capacities. Does it prevent UPS problems if you limit the chest to small number of slots? It I think ways to program that kind of functionality, there should not be need for check forb...
- Tue Oct 09, 2018 12:24 pm
- Forum: Ideas and Suggestions
- Topic: New class of vaults- a big one
- Replies: 19
- Views: 5610
Re: New class of vaults- a big one
I'd also like to add, just having a storage container that has a footprint bigger than 1X1 would open up a world of creative uses. For example, when loading up trains, its an absolute nightmare to load it up equally. In example, lets say I have 6 inserters ready to load a train from 6 chests. How ca...
- Thu Oct 04, 2018 11:51 pm
- Forum: Ideas and Suggestions
- Topic: New class of vaults- a big one
- Replies: 19
- Views: 5610
Re: New class of vaults- a big one
I was going off the wiki. But yea, if the game allows for different stack sizes in different containers, why not have a specialized container with less slots but bigger stack size? The only issue I see (by which I mean, I as a player who has never delved into actual code) , they would have to modify...
- Thu Oct 04, 2018 12:42 pm
- Forum: Ideas and Suggestions
- Topic: New class of vaults- a big one
- Replies: 19
- Views: 5610
Re: Warehouse/mass storage
I've seen the warehousing mod and heard horror stories of UPS drops. I like having larger stores, so I can completely mine out an area as quickly as possible, without waiting for a chance to consume that material. I.e. I like to mine more ore than I can smelt, so when I upgrade my smelting, its imme...
- Thu Oct 04, 2018 10:49 am
- Forum: Ideas and Suggestions
- Topic: New class of vaults- a big one
- Replies: 19
- Views: 5610
Warehouse/mass storage
What? A 2x2 or 3x3 storage chest to hold more stuff (not more inventory slots) Why? So you can have more than 4 inserters filling and unloading it, ability to store more per tile, more interesting ways to split supplies. How? I now know that having more inventory slots on something kills UPS . Howev...
- Tue Oct 02, 2018 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Dual inserter mechanic
- Replies: 20
- Views: 6459
Re: Dual inserter mechanic
I admit, I dont like using cars as storage containers, it feels like im using an exploit more than a feature...
But even so, couldn't you just use blue belts? If you are really obsessive about transfer speed, you can even unload and load from both sides with belt spaghetti magic.
But even so, couldn't you just use blue belts? If you are really obsessive about transfer speed, you can even unload and load from both sides with belt spaghetti magic.
- Wed Aug 01, 2018 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Baits and pressure pads
- Replies: 2
- Views: 1404
Re: Baits and pressure pads
Bait seems interesting. I have seen biters attack the same spots over and over, increasing in attack each time, forcing players to layer defences in an arbitrary spot. It would be cool to mitigate that with bait to guide them more equally around the base, or to killing outposts. Though it could be o...
- Fri Jun 29, 2018 11:44 am
- Forum: Ideas and Suggestions
- Topic: Bot Boundries
- Replies: 8
- Views: 2414
Re: Bot Boundries
This isn't likely to ever happen due to the performance implications of making robots do those kinds of checks. Well, how do they do these checks normally? Couldnt you just put down a roboport, and say " dont connect to nearby networks" ? Or is it a system where bots look for any port in ...