Search found 33 matches

by drmason13
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...
by drmason13
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 :P
by drmason13
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...
by drmason13
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...
by drmason13
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...
by drmason13
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...
by drmason13
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...
by drmason13
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 ...
by drmason13
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, ...
by drmason13
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 :D
by drmason13
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 ...
by drmason13
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...
by drmason13
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 ...

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