Search found 344 matches

by GewaltSam
Sat May 24, 2014 1:44 pm
Forum: Gameplay Help
Topic: Deconstruction of items into their components
Replies: 4
Views: 2700

Re: Deconstruction of items into their components

I sure hope so, or at least proper upgrading; it's a bit hit an miss. Like being able to upgrade Underground Belts, but not Splitters. Always have those leftover Burner Items that just go unused after I set up Electricity as soon as possible. It takes longer than if I built more Burner stuff but un...
by GewaltSam
Sat May 24, 2014 11:09 am
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 16562

Re: Do we need faster belts?

http://www.conveyorbeltguide.com/Images/SaharaOverlandTop.jpg http://www.tech-a.com/Assets/Images/ConvSystemLONG.jpg People irl really love their long conveyor belts too ;P, dozens of miles long transporting phosphate from mines to coastal ships in the Sahara, or Bauxite Belts feeding Aluminium Sme...
by GewaltSam
Sat May 24, 2014 11:05 am
Forum: News
Topic: Friday Facts #35 The lighthouse keeper
Replies: 43
Views: 32614

Re: Friday Facts #35 The lighthouse keeper

Looking forward to multiplayer! Oh, when you make multiplayer can you design it so that you could have, lets say 4, friends join at the start of the game but allow 2 of them to leave and let the remaining 2 continue playing while the other 2 are away (Their bases will have to defend themselves). Th...
by GewaltSam
Fri May 23, 2014 10:44 pm
Forum: Balancing
Topic: Map generator: Spread out enemy bases and resources more
Replies: 14
Views: 24286

Map generator: Spread out enemy bases and resources more

I wasn't sure if I should put that topic into "Ideas and suggestions" or "balance"- I guess it is a bit of both, so you decide ssilk ;) Sorry by the way for the wall of text, I hope it's an interesting read for some anyway. I thought a lot about my arguments here. I played around...
by GewaltSam
Fri May 23, 2014 9:55 pm
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 16562

Re: Do we need faster belts?

I think we don't need faster belts at all. Okay, maybe like some told for things like defense, but I don't know if this isn't kind of "abuse", and if so, it's okay that you can at least run faster than the belts work. For production: If you want to have an even higher throughput than you g...
by GewaltSam
Fri May 23, 2014 9:16 pm
Forum: News
Topic: Friday Facts #35 The lighthouse keeper
Replies: 43
Views: 32614

Re: Friday Facts #35 The lighthouse keeper

Looking at the player model made me think - will the avatar look different when he dons the different sets of armors? That would be a nice eye candy reward for the player. That would be a nice idea, at least at some point in development :) Also, please put in enough colors for player models in mult...
by GewaltSam
Thu May 22, 2014 8:13 am
Forum: Gameplay Help
Topic: Requester boxes for robots to build out of
Replies: 7
Views: 3040

Re: Requester boxes for robots to build out of

There is a manual method: request all the items you need, then build provider chests over the requester chests. I do that from time to time to clean out the stuff that got lost in storage. But there really is a chest missing that requests items to a spot and then provides it to the logistic network....
by GewaltSam
Thu May 22, 2014 12:20 am
Forum: Ideas and Suggestions
Topic: External Demand Generation
Replies: 8
Views: 3562

Re: External Demand Generation

...and the game ends when the settlers finally arrive. That was one of my biggest things is I don't WANT the game to end! Just an infinitely expanding set of demands around the planet that require you to constantly grow. :D Though I definitely think what you are saying would be a good way to actual...
by GewaltSam
Wed May 21, 2014 11:19 pm
Forum: Balancing
Topic: Are bitters too hard to kill in end game?
Replies: 59
Views: 50477

Re: Are bitters too hard to kill in end game?

The game feels like it has 2 phases. First, you build up your factory, then you get to science 4 recipes and then the game switches to mediocre combat. I don't see a lot of reason to continue building up the factory after getting some good science 3 automation running, since I don't care for the co...
by GewaltSam
Wed May 21, 2014 11:05 pm
Forum: Balancing
Topic: Locomotive fuel usage
Replies: 14
Views: 21980

Re: Locomotive fuel usage

Please excuse the off-topic: All in all I think the trains do use too less fuel. I made a 6000 tiles track and it is really enough to fill the trains on one side. I mean they drove 12000 tiles, take about 5 minutes for that and come back and just need some coal. I would really like to see some scree...
by GewaltSam
Wed May 21, 2014 10:34 pm
Forum: Ideas and Suggestions
Topic: Building train bridge
Replies: 12
Views: 10036

Re: Building train bridge

The problem I see here is that water is right now the only kind of impassable terrain, and i guess some of the functionality of lakes is exactly that: It's in the way, and you can't go over it, only around. Also, i don't want to use the water as train highways as someone else said; i think it's fine...
by GewaltSam
Wed May 21, 2014 10:21 pm
Forum: Ideas and Suggestions
Topic: Disassembly Machine/disposing items/Incinerator/Recyling
Replies: 33
Views: 15540

Re: Disassembling machine

But there is still no reaction from the devs. Although the use will be very limited I find the idea very fitting for factorio. Yeah, but like you said, there's not that much use. I guess we'll see some kind of disassembly in the future, but I think there are more important things right now, like wo...
by GewaltSam
Wed May 21, 2014 10:01 pm
Forum: Ideas and Suggestions
Topic: External Demand Generation
Replies: 8
Views: 3562

Re: External Demand Generation

While I like the general idea a lot, I still think there shouldn't be any settlers running around. I wrote it somewhere else, but I think the desolation and loneliness of the engineer(s) only add to the atmosphere. You don't need finished settlements with settlers living there for something like tha...
by GewaltSam
Wed May 21, 2014 9:48 pm
Forum: Implemented Suggestions
Topic: Link to Wiki on mainpage
Replies: 1
Views: 740

Link to Wiki on mainpage

Just a small suggestion, but it would be great if you put an easy to find link to the wiki in one of the menus on the front page (like, in "Support" or "Game"). It's a official resource after all as far as I know, and it's pretty useful :) If you don't know where to find it, it's...
by GewaltSam
Wed May 21, 2014 9:40 pm
Forum: Gameplay Help
Topic: Help a newbie out please.
Replies: 6
Views: 2914

Re: Help a newbie out please.

1) Empty barrel - how do I use these. Im guessing you can fill them up with something/somehow. 2) I need to get lubricant , and the form I'm getting it is liquid form and that doesn't help me all that much, since I need (looks like) use a Assembling machine to put it into the belt/engine etc. 3) Ba...
by GewaltSam
Wed May 21, 2014 8:51 pm
Forum: General discussion
Topic: Do trees have any gameplay effect?
Replies: 5
Views: 4206

Re: Do trees have any gameplay effect?

In my last games, I was clearing any forest that was in the way of industrial progress (hurrr :D ), but with my current factory, I prefer building around them if possible. Besides having a gameplay impact (less pollution), the map and accordingly the factory setup looks a lot more interesting and &q...
by GewaltSam
Wed May 21, 2014 8:35 pm
Forum: This Forum
Topic: New forum skin
Replies: 80
Views: 57565

Re: New forum skin

I'm pretty much a fan of "form follows function" when it comes to forum designs (it took around two weeks once until we were satisfied with our own forums), and I'd like to say that this design works great. Nice contrasts, no eye-hurting colors, and orange is my favorite color anyway :) Al...
by GewaltSam
Fri May 16, 2014 10:40 am
Forum: Outdated/Not implemented
Topic: Assign Near/Far (or Left/Right) on Inserter ☸
Replies: 20
Views: 20539

Re: Assign Near/Far on Inserter

It only happens sometimes if you insert on belts in curves or "from behind". If you add from the sides, inserters ALWAYS put stuff on the far side, never seen it any other way (and i use that mechanic a lot for my creations). Please show us a screenshot in which case this wasn't working fo...
by GewaltSam
Fri May 16, 2014 10:33 am
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 28229

Re: Get rid of Pickaxe tool

I see it as a placeholder for more interesting things to come. Sure, the mechanic at the moment isn't interesting at all, but i don't think it is that bothersome, except maybe for new players who don't know better. Maybe tell them about it in a tool tip? I don't know if it's a good idea to remove th...
by GewaltSam
Fri May 16, 2014 3:53 am
Forum: General discussion
Topic: Suggestions, which are already clear
Replies: 22
Views: 7233

Re: Suggestions, which are already clear

TERRY PRATCHETT'S DEATH ALSO USES CAPS LOCK FOR DIALOGUE. IT'S BECAUSE HE DOESN'T SPEAK PER SE; YOU HEAR HIS VOICE DIRECTLY IN YOUR SKULL, BECAUSE IT DOESN'T MAKE THE DETOUR BY YOUR EARS. IT SOUNDS LIKE WHEN YOU GRIND TWO TOMBSTONES TOGETHER, THEY SAY.

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