Search found 68 matches
- Wed May 14, 2014 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Alien/Critter Overhaul
- Replies: 8
- Views: 5424
Re: Alien/Critter Overhaul
I would like to see the ground work for this implemented so modding this in is actually possible. It does not have to be implemented in the main game, just allow for modders the possibility to create some sort of survival scenarios against an unending horde. Having to hoard resources to travel to di...
- Wed May 14, 2014 10:05 pm
- Forum: Implemented Suggestions
- Topic: Change names for labs, train stops etc - Station names
- Replies: 23
- Views: 13674
Re: Station names
agreed with ssilk, good idea that. in general an intelligent way to generate names is easier to use than a manual one. i'd still like the ability to rename stations for things with specific purposes but what about being able to designate and name areas on the map? right click on a spot and then sel...
- Wed May 14, 2014 9:22 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 28053
Re: Get rid of Pickaxe tool
I'm going to have to agree with this. The only reason it exists is to punish player for mining themselves, however until you get construction robots and the blueprint/demolitions tech, you are beholden to it for everything, including correcting manufacturing layouts and moving walls. It can easily b...
- Wed May 14, 2014 8:48 pm
- Forum: Ideas and Suggestions
- Topic: conveyor and pipe path highlighting
- Replies: 7
- Views: 3060
Re: conveyor and pipe path highlighting
Ok, you're right about when hovering over, but when placing them, there is no indicator. My comment stands for designing constructions as you cannot see which way the belts are going which trips players up. Yes there is an indicator http://i.imgur.com/lfZFs9l.png When placing a new underground conv...
- Wed May 14, 2014 8:47 pm
- Forum: General discussion
- Topic: Suggestions, which are already clear
- Replies: 22
- Views: 7175
Re: Dynamic Range and Cost for underground transport
I'm really sorry, that my intervention is interpreted as interruption of useful discussions. So I try to explain my point as exact as possible. This is what I try to do and what the above thread is about. The game is reworked in every version. Nearly every issue, which becomes too large was fixed. ...
- Wed May 14, 2014 7:25 pm
- Forum: General discussion
- Topic: Suggestions, which are already clear
- Replies: 22
- Views: 7175
Re: Dynamic Range and Cost for underground transport
There will be of course some changes. And I won't say it is bad, that the most wanted suggestions are repeated. But I mean, it is ok to post a suggestion or say "me too", if you don't have a better idea. Everything else is some waste of time. What I'm and many other of the "older&quo...
- Wed May 14, 2014 7:06 pm
- Forum: General discussion
- Topic: Suggestions, which are already clear
- Replies: 22
- Views: 7175
Re: conveyor and pipe path highlighting
I don't see a dev marker on your account, nor do I see any proof that the devs in fact said something like this. Even if they did, it also does not mean that they cannot be convinced otherwise. All I see is a group of people that simply go into every suggestion thread and say "No you can't bec...
- Wed May 14, 2014 6:06 pm
- Forum: General discussion
- Topic: Suggestions, which are already clear
- Replies: 22
- Views: 7175
Re: conveyor and pipe path highlighting
https://forums.factorio.com/forum/viewtopic.php?f=6&t=3405&p=26503#p26503 I don't see a dev marker on your account, nor do I see any proof that the devs in fact said something like this. Even if they did, it also does not mean that they cannot be convinced otherwise. All I see is a group of...
- Wed May 14, 2014 5:18 pm
- Forum: General discussion
- Topic: Save game file size + autosave lags
- Replies: 12
- Views: 5799
Re: Save game file size + autosave lags
Assuming the game uses 3 bytes of data per block, 1 for the mineral value, 1 for the terrain type, and 1 for the features, this means that a 1024 x 1024 tile area is 9 megabytes in size. Without some means of compression this can get prohibitively large fast. I think that along with their moving the...
- Wed May 14, 2014 4:34 pm
- Forum: Ideas and Suggestions
- Topic: conveyor and pipe path highlighting
- Replies: 7
- Views: 3060
Re: conveyor and pipe path highlighting
The outlines do not show which way belts are moving Yes they do - they have these triangle thingies specifying direction of travel. Edit: http://i.imgur.com/GSUoMwP.png Ok, you're right about when hovering over, but when placing them, there is no indicator. My comment stands for designing construct...
- Wed May 14, 2014 4:21 pm
- Forum: Ideas and Suggestions
- Topic: conveyor and pipe path highlighting
- Replies: 7
- Views: 3060
Re: conveyor and pipe path highlighting
In ALT-mode when hovering the mouse over a pipe or conveyor belt, all connected pipes/belts should highlight with a yellow outline. In tangled networks, especially networks with a lot of underground sections, it takes a fair bit of mental effort to follow the route. This would be a great tool for v...
- Wed May 14, 2014 3:48 pm
- Forum: General discussion
- Topic: Underground transit map
- Replies: 13
- Views: 5236
Re: Underground transit map
What are you talking about? 4 wide underground belts are quite easy to see, especially if you hover your mouse on top of it. When you hover your mouse over the end the belt becomes visible. I'm talking about if you simply extend the belt to the same length as pipes without giving some way to see al...
- Wed May 14, 2014 3:24 pm
- Forum: General discussion
- Topic: Underground transit map
- Replies: 13
- Views: 5236
Re: Underground transit map
An increase in the length of underground conveyor tunnel could be good. Maybe up to 9-10blocks(similar to the piping tunnel for oil) so that we can pass under a factory a few conveyor lines but I don't see the need for an extended fully underground system. In fact, it would probably make the game t...
- Wed May 14, 2014 5:09 am
- Forum: General discussion
- Topic: Can trees be replanted?
- Replies: 12
- Views: 5366
Re: Can trees be replanted?
How long are you willing to wait for a tree to grow? Trees can take years to reach maturity. I think that pollution reduction should be done in a more immediate manner, not in planting trees and waiting.
- Wed May 14, 2014 5:05 am
- Forum: General discussion
- Topic: Underground transit map
- Replies: 13
- Views: 5236
Re: Underground transit map
Having your whole factory always visible in a single layer is one of Factorio's great features. Everything is always right there; nothing is hidden. Factorio will lose a certain something if that is taken away. Not everyone can or is willing to make the cognitive leap to multiple layers. Then I gue...
- Wed May 14, 2014 2:38 am
- Forum: General discussion
- Topic: Underground transit map
- Replies: 13
- Views: 5236
Re: Underground transit map
Other ideas came to mind.
Why can't we pass pipes under small lakes? This could be the predecessor to water travel and aquatic threats.
Transporting resources under mines and mineral fields shouldn't be allowed when they are in use. Currently you can do this, but it makes no sense.
Why can't we pass pipes under small lakes? This could be the predecessor to water travel and aquatic threats.
Transporting resources under mines and mineral fields shouldn't be allowed when they are in use. Currently you can do this, but it makes no sense.
- Wed May 14, 2014 2:36 am
- Forum: General discussion
- Topic: Underground transit map
- Replies: 13
- Views: 5236
Underground transit map
Currently the underground system for navigating goods through your base too abstract. You give it an entry and an exit, and it the cost is paid in the construction of the entry and exit. However the cost paid is as if you always travelled the maximum distance. Furthermore you have a maximum distance...
- Wed May 14, 2014 12:05 am
- Forum: General discussion
- Topic: Healing?
- Replies: 6
- Views: 13142
Re: Healing?
Not sure why people choose to ignore fishy healing. It's a real thing in the game and can save your life.
- Tue May 13, 2014 9:12 pm
- Forum: General discussion
- Topic: Can trees be replanted?
- Replies: 12
- Views: 5366
Re: Can trees be replanted?
Last mission of the main campaign: 217 trees killed.
They had it coming
They had it coming
- Tue May 13, 2014 9:05 pm
- Forum: General discussion
- Topic: Is Bullet shooting speed supposed to affect turrets?
- Replies: 4
- Views: 3144
Re: Is Bullet shooting speed supposed to affect turrets?
There is no dedicated "Gun Turret Shooting speed" upgrade, only a "Laser Turret Shooting Speed" Upgrade. Honestly the laser turret upgrade should be called Recharge rate upgrade as it fires as soon as it's finished charging. As for your suggestion that a machine gun and a turret ...