Search found 16 matches

by glutamate
Sat May 30, 2015 10:16 pm
Forum: General discussion
Topic: Stepping it up a notch?
Replies: 10
Views: 10585

Re: Stepping it up a notch?

This is my main problem with the game at the moment. I made a suggestion linked in my sig for an objective generator, so you could play for points/high score by completing increasingly demanding objectives. Having to set up a car factory and get your car production above 20 per minute for 10 minutes...
by glutamate
Sat May 30, 2015 6:28 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 83900

Re: Friday Facts #88 - Combinators

Looks awesome :D

Hoping that there'll be reason to use these in some scenarios or objective-based maps.
by glutamate
Wed Dec 10, 2014 12:07 pm
Forum: Ideas and Suggestions
Topic: Filtered Chest Indicator
Replies: 5
Views: 1982

Re: Filtered Chest Indicator

I would like this as an option.

Also when you shift + right click a chest with blocked slots, it copies them too.
by glutamate
Wed Dec 10, 2014 12:03 pm
Forum: Ideas and Suggestions
Topic: trash bins
Replies: 11
Views: 6679

Re: trash bins

An incinerator would be pretty cool. Takes whatever you put into it and burns it. Generates heat which can be used for water in steam engines. It would be a super-polluting alternative to the boiler. I would think 2x2 with a pipe running through it for water, like a big boiler. I would think also th...
by glutamate
Mon Dec 08, 2014 6:33 pm
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 27670

Re: Trees should regenerate health (or have hidden HP bars)

+1 to any solution which gets rid of health bars on trees
by glutamate
Sat Nov 29, 2014 6:07 pm
Forum: Ideas and Requests For Mods
Topic: Objective generator for free play
Replies: 4
Views: 4926

Re: Objective generator for free play

Yeah, it would basically be like that, but as part of a random map generation, and where sometimes the constraints are in terms of production/minute sustained over a certain period, instead of absolute amounts. Also maybe succeeding at an objective could give victory points/prestige/fame, so you hav...
by glutamate
Sat Nov 29, 2014 6:04 pm
Forum: Gameplay Help
Topic: Train Deadlock
Replies: 8
Views: 4377

Re: Train Deadlock

Are any of your trains longer than the middle piece of track?

I found this helpful to fix my rail network: http://en.reddit.com/r/factorio/comment ... s_revised/
by glutamate
Sat Nov 22, 2014 4:29 pm
Forum: Ideas and Suggestions
Topic: Map generation changes
Replies: 15
Views: 11880

Re: Map generation changes

I really like #3 - the devs have mentioned wanting to add more to the exploration aspect of the game, this would be pretty cool. Maybe there could be small amounts of high-tech stuff or unique items. Maybe a stash of alien artefacts. Putting this in there with the scripting open to modding would all...
by glutamate
Sat Nov 22, 2014 4:20 pm
Forum: Ideas and Requests For Mods
Topic: Objective generator for free play
Replies: 4
Views: 4926

Objective generator for free play

Keep the player going in free play with an optional objective generator. The game could take a look at what you're currently producing what you're close to in tech, and generate an objective which is somewhere above those things. An objective could be "Get your wall production above 200/min&quo...
by glutamate
Sat Nov 22, 2014 1:18 pm
Forum: Ideas and Suggestions
Topic: Connectedness needs to be clearly indicated f. Power Poles
Replies: 5
Views: 3195

Re: Connectedness needs to be clearly indicated f. Power Pol

What would you suggest? Something like this crude mockup?

Image

I personally only have any trouble with this when it is long pylon wires, since they get very thin at far zoom levels.
by glutamate
Sat Nov 22, 2014 12:26 pm
Forum: Ideas and Suggestions
Topic: Neutral bases which trade goods
Replies: 1
Views: 2163

Neutral bases which trade goods

The idea would be to have rare, small neutral bases set up with map generation. They would produce one or more items in exchange for you providing something else. They could have unique building art to give them a bit of character. So maybe you find a small military-themed outpost who'll provide you...
by glutamate
Thu Nov 20, 2014 5:26 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 42306

Re: lay repeating underground pipes like power lines

Sweet :D

Love this game, and love the way it's being developed.
by glutamate
Thu Nov 20, 2014 3:37 pm
Forum: Ideas and Suggestions
Topic: A Bulldozer
Replies: 20
Views: 11170

Re: A Bulldozer

It should be pretty easy to mod this, right? Taking the car, making it slow, and changing some values so you can ignore the damage from trees. Though something would have to be done so you can't just use it to clear the biters too. Either it takes extra damage from biters but has tons more hp, or it...
by glutamate
Wed Nov 19, 2014 8:10 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 42306

Re: lay repeating underground pipes like power lines

+1, assuming it's simple to implement. Devs response?
by glutamate
Wed Nov 19, 2014 1:27 pm
Forum: Off topic
Topic: Dont mind this post
Replies: 10
Views: 15529

Re: Dont mind this post

Don't want to pollute by starting a new thread - is there a way to see more than 10 posts per page? If not, how come?
by glutamate
Wed Nov 19, 2014 1:25 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 227426

Re: [0.11.x] Uranium Power

A high-tech turret might be another good idea. One thing I currently find unsatisfying about laser turrets is that setting up an ammo supply line for gun turrets is fun , and it's a shame you don't have to for laser turrets. So a turret that is stronger than a laser turret, but requires a complex a...

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