Search found 19 matches

by saykhia
Fri Jun 13, 2014 2:22 pm
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 23909

Re: "Free belt system" versus "belt circuit"

For those who are thinking of putting an upkeep on conveyor belts: Real-life bulk materials conveyor belts (my day job is to design them) require two things: 1. Drives/motors to get the belt moving. 2. A method to keep the belt in tension, because a slack belt is a useless belt. A typical method is ...
by saykhia
Fri Jun 13, 2014 5:48 am
Forum: Resolved Problems and Bugs
Topic: Large island
Replies: 17
Views: 13765

Re: Large island

Image in my head:

Image
by saykhia
Fri Jun 13, 2014 5:32 am
Forum: General discussion
Topic: Worst start ever.
Replies: 11
Views: 6682

Re: Worst start ever.

Getting starts like this should unlock an achievement called "Wilson".
by saykhia
Mon Jun 09, 2014 3:04 am
Forum: Ideas and Suggestions
Topic: Component Crafting HUD
Replies: 1
Views: 1031

Re: Component Crafting HUD

Hopefully in the final release there will be an "item recipe tree" similar to a tech tree. With features such as hovering over an item will highlight a path from (a) all items required to craft it; and (b) all items it is required for. However, given the current demo state, the recipes are...
by saykhia
Mon Jun 09, 2014 2:56 am
Forum: Ideas and Suggestions
Topic: Remove need for crafting (red/green) wires
Replies: 4
Views: 1699

Re: Remove need for crafting (red/green) wires

My suggestions for connecting wires to chests/inserters: 1. Click pole. GUI pop-up provides option for either green wire or red wire connection. Perhaps this option only for poles which already have green/red wire enabled/connected. 2. Range radius of pole pops up, highlighting items (chests/inserte...
by saykhia
Sat May 31, 2014 8:51 am
Forum: Implemented Suggestions
Topic: Add a Planning Tool / construction planning
Replies: 22
Views: 13476

Re: Construction planning

Prison Architect has a Planning Mode which allows you to "ghost build" but it limited to "walls" and "objects". I can see Factorio can have a similar feature allowing for planning of "buildings" "inserters" "power poles" and "belts/tra...
by saykhia
Sat May 31, 2014 6:38 am
Forum: News
Topic: Friday Facts #36
Replies: 39
Views: 30310

Re: Friday Facts #36

Concept #4 reminds me of the orbital command from SC2 :D
by saykhia
Fri May 30, 2014 3:27 pm
Forum: Ideas and Suggestions
Topic: Very Big Machines
Replies: 8
Views: 4625

Re: Very Big Machines

In my mind, I have the following mental image: End goal is to build a gigantic habitation structure. Perhaps an arcology? Or a large insterstellar communications array to contact the fleet (hyperwave relay from Battletech comes to mind)? A huge amount of resources and components is required from the...
by saykhia
Tue May 27, 2014 3:57 pm
Forum: Ideas and Suggestions
Topic: Expanding The Function Of Lights
Replies: 11
Views: 7233

Re: Expanding The Function Of Lights

Light could also be used to modify how the turrets work, for instane, turrets could only fire at an enemy if he is in the light this could also lead to improving the turrets with modules -> infrared detectors that would need to be added to the turret understaning that, the creepers would most likel...
by saykhia
Mon May 26, 2014 5:08 pm
Forum: Implemented Suggestions
Topic: Showing turret range
Replies: 16
Views: 6032

Re: Showing turret range

+1 from me too.
by saykhia
Mon May 26, 2014 5:02 pm
Forum: Ideas and Suggestions
Topic: Biter Matriarch, or one massive creature
Replies: 4
Views: 3642

Re: Biter Matriarch, or one massive creature

+1 for this.

Should have an appropriately epic entrance too. The spawn animation of Starcraft 2's Nydus Worms come to mind.
by saykhia
Mon May 26, 2014 4:59 pm
Forum: Ideas and Suggestions
Topic: Expanding The Function Of Lights
Replies: 11
Views: 7233

Re: Expanding The Function Of Lights

That may be a stat change which may or may not be noticeable in actual gameplay. I was thinking along the lines of making it noticeably different at night-time versus daytime in terms of defense considerations and enemy behavior.
by saykhia
Mon May 26, 2014 4:56 pm
Forum: Ideas and Suggestions
Topic: Alien/Critter Overhaul
Replies: 8
Views: 5395

Re: Alien/Critter Overhaul

I do feel that the aliens need a counter against walls - currently walls built several tiles thick are just far too effective. Once implemented with turret line, the player can move on without further consideration of future improvement of base defense. I feel that a direct counter is to have aliens...
by saykhia
Mon May 26, 2014 4:41 pm
Forum: Ideas and Suggestions
Topic: Expanding The Function Of Lights
Replies: 11
Views: 7233

Re: Expanding The Function Of Lights

Well, the devs did talk about revisiting fight mechanics in 0.12. My original suggestions aim to increase the depth of enemy encounter / base defense tactics as well as expand upon the relatively undeveloped (IMO anyway) potential of lights. Of course, it would also be nice if lights can be integrat...
by saykhia
Fri May 23, 2014 9:18 am
Forum: Ideas and Suggestions
Topic: Expanding The Function Of Lights
Replies: 11
Views: 7233

Expanding The Function Of Lights

From my experience with the game, lights seem to not have much of a role to play in the game other than to improve visibility at night. I have several suggestions: 1. Certain enemy types are especially attracted to light sources. Lights can then act as lightning rods for this enemy type and used as ...
by saykhia
Mon Apr 07, 2014 12:56 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003098

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Factorio 0.12 Working Multiplayer. Oil extension (boiler for oil, oil wagon). Fight revisit (balancing, tank, more enemies variety, ...) Proper tech tree. I actually think that needing to transport liquids via barrels (as opposed to using oil wagons) is an interesting mechanic in itself and provide...
by saykhia
Mon Apr 07, 2014 10:55 am
Forum: Implemented Suggestions
Topic: Visual Indicator for Pollution
Replies: 8
Views: 3090

Re: Visual Indicator for Pollution

I would personally hate that, given that most machine produce pollution, and trees are the only thing that can slow/stop pollution spread. It would mean that your whole factory would become corrupted, without any mean to really stop it, even with modules to reduce pollution, and your only way of co...
by saykhia
Mon Apr 07, 2014 10:18 am
Forum: Implemented Suggestions
Topic: Visual Indicator for Pollution
Replies: 8
Views: 3090

Visual Indicator for Pollution

What do you think about a more visual indicator for pollution?

What comes to mind is the ground slowly getting "corrupted" and trees dying, proportional to the red pollution cloud in the minimap.
by saykhia
Mon Apr 07, 2014 10:13 am
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 127362

Re: Hidden ores

Just throwing something into the mix here. What about hidden ores that do not appear in every game? Which then dictates the tech tree that can be accessed that game? For example, Tech Branch A requires Ore A, Tech Branch B requires Ore B but only either Ore A or Ore B will appear each game (rarely b...

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