Search found 33 matches
- Thu Apr 20, 2017 7:29 am
- Forum: Ideas and Suggestions
- Topic: Bored of new game tree cutting? - pet bot
- Replies: 10
- Views: 4489
Re: Bored of new game tree cutting? - pet bot
Some nice ideas here! I'd love an early flame weapon, the big spike in pollution that early on would be a fun challenge. I also did not realise Bob's mods had such a vehicle! Thanks for that. I think that is the final push i needed to finally brave Bob's mods. And if slave aliens are ever a thing, c...
- Mon Apr 17, 2017 9:57 am
- Forum: Ideas and Suggestions
- Topic: Bored of new game tree cutting? - pet bot
- Replies: 10
- Views: 4489
Re: Bored of new game tree cutting? - pet bot
It sure could!
I hope that's not a burn
I hope that's not a burn
- Mon Apr 17, 2017 7:10 am
- Forum: Ideas and Suggestions
- Topic: Bored of new game tree cutting? - pet bot
- Replies: 10
- Views: 4489
Bored of new game tree cutting? - pet bot
OK so I started a new game and as we know the first thing you need is fuel, so we start cutting down some trees. This can be tedious, which is a problem. Sooner or later I won't start a new game simply because it would pain me to have to cut down trees manually again. Opportunity! I had a think alon...
- Mon Apr 17, 2017 6:37 am
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55922
Re: Friday Facts #186 - Marathon testing
A word of encouragement for the devs. Every post complaining about the progress of this release is a fan who really really likes your game! :) In fact I have a theory. The increase in complaints is caused by "factorio withdrawal". A lot of us are trying really hard NOT to play your game so...
- Tue Jan 17, 2017 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Upgrading Steam Power (Coal + Nuclear)
- Replies: 10
- Views: 9432
Re: Combination Steam Turbine and Cooling Tower
If [steam turbines/cooling towers] were unlocked by a red+green research, with Concrete and Fluid Handling among the prerequisites, it would arrive at roughly the same time as oil, and after electric furnaces are researched. This is perfect timing, as both are good reasons to upgrade base-load powe...
- Tue Jan 17, 2017 8:24 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80557
Re: Friday Facts #173 - Nuclear stuff is almost done
If [steam turbines/cooling towers] were unlocked by a red+green research, with Concrete and Fluid Handling among the prerequisites, it would arrive at roughly the same time as oil, and after electric furnaces are researched. This is perfect timing, as both are good reasons to upgrade base-load powe...
- Sun Jan 08, 2017 9:00 am
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 23015
Re: Friday Facts #172 - Blending and Rendering
No, to explain why would take more time than I want since you asking this question indicates you don't know how rendering with sprites actually works and why that could never work without a massive performance drain. Presumably the shadows dropped from wires and such are static in the same way. Unl...
- Tue Dec 20, 2016 3:49 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65307
Re: Friday Facts #169 - Combat revisit 2
TL;DR I propose a significant, yet simple, change to laser turrets (less damage, gradual damage build up with time) so that we have a more interesting turret ecosystem: Gun, Laser, Flame on a more equal footing with strengths/weaknesses to each increased viability of explosive/flame damage used for ...
- Tue Dec 20, 2016 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Combat Improvements
- Replies: 5
- Views: 2901
Re: Combat Improvements
Following FFF #169 Combat Revisited 2 https://forums.factorio.com/viewtopic.php?f=38&t=38683 https://www.factorio.com/blog/post/fff-169 since it is a little crowded there. TL;DR I propose a significant damage nerf to laser turrets so that we have a more interesting turret ecosystem: Gun, Laser, ...
- Sun Aug 28, 2016 5:07 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 45276
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Capture the Flag mode anyone? Mod a "flag module" which can be carried in armour or on vehicles. Let mayhem ensue
- Mon Jul 11, 2016 9:56 pm
- Forum: Gameplay Help
- Topic: Trains - Scheduled Station only on demand/interval
- Replies: 9
- Views: 5844
Re: Trains - Scheduled Station only on demand/interval
I'd agree about the refuelling strategy, but it's also worth pointing out that the essence of the question: "Can trains automatically adjust their schedule?" is a very interesting one. At the moment it isn't built into the game as a circuit network controlled feature (only wait conditions ...
- Sat Jun 25, 2016 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Projector added to roboport
- Replies: 3
- Views: 2422
Blueprint Projector added to roboport
Add the option to place blueprint(s) into a roboport which, upon a circuit/logistic condition are placed in a relative pre-defined position. Factorio is a game all about automation. Why not allow blueprints to be placed for you? This could allow for astonishing levels of automation and possibly even...
- Sun May 08, 2016 8:50 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 220312
Re: Peace with Aliens
They fight always at the same paths and get always killed? Too easy! The dead biters have a smell and the next wave tries to avoid them and find a better place. They search for food and mark the way to it with pheromones. Ever looked at ants following a path? Interesting... Had to comment to as to ...