Search found 77 matches

by Factory Lobster
Mon Jun 12, 2017 6:33 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 16043

Re: Burner Inserters and Rocket Fuel

Considering how much solid fuel it would take to do any kind of scaling with this, I doubt enough oil production would be possible in any map to meet that demand.
by Factory Lobster
Fri Jun 09, 2017 3:44 pm
Forum: Implemented Suggestions
Topic: Missing Research Requirements fix [0.15]
Replies: 19
Views: 9586

Re: Missing Research Requirements fix [0.15]

I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work. Fear not! After adding all thos...
by Factory Lobster
Fri Jun 09, 2017 3:12 pm
Forum: Ideas and Suggestions
Topic: Fish Ponds
Replies: 2
Views: 1369

Re: Fish Ponds

I agree that the game needs to have something added to it for food generation/management, but after proposing an idea on Reddit about food and getting fiercely shut down, it looks like the community (and probably also the development team) doesn't want it at all. Our intrepid explorer shall be forev...
by Factory Lobster
Fri Jun 09, 2017 1:07 pm
Forum: Implemented Suggestions
Topic: Missing Research Requirements fix [0.15]
Replies: 19
Views: 9586

Re: Missing Research Requirements fix [0.15]

I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work.
by Factory Lobster
Fri Jun 09, 2017 12:53 pm
Forum: Outdated/Not implemented
Topic: The sorely missed ability to do donuts with the car.
Replies: 4
Views: 1919

Re: The sorely missed ability to do donuts with the car.

Is it not what tanks are for ? It's not what they are for, no. What they happen to be used for, yes. I wouldn't be surprised if the developers modified the tank's properties intentionally to be effective with trees, but that is not ideal. There are only 2 vehicles in the game that don't require rai...
by Factory Lobster
Wed Jun 07, 2017 4:21 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 62183

Re: Personal robots prioritize nearest first

Simplest solution: User controlled construction zone size. With ctrl-scroll. User reduce zone size, and bots works exactly as in lower example. Or bots focus on a certain area around the mouse cursor, as long as it is within the selected work area. If outside, then it switches to its default decons...
by Factory Lobster
Wed Jun 07, 2017 4:09 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 62183

Re: Personal robots prioritize nearest first

It is faster in your second example because you are walking around the area, meaning all robots are moving less total distance to achieve the same deconstruction. I think that is exactly his point. If the larger area automatically started deconstructing the immediate area around the avatar, then he...
by Factory Lobster
Wed Jun 07, 2017 3:59 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 62183

Re: Personal robots prioritize nearest first

Seems like it would be a simple sorting problem. If the sorting eats up processing power then the max selectable area could be decreased.
by Factory Lobster
Wed Jun 07, 2017 1:32 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 62183

Re: Personal robots prioritize nearest first

This could possibly be implemented as yet another thing to research in the tech tree...
by Factory Lobster
Tue Jun 06, 2017 9:05 pm
Forum: Ideas and Suggestions
Topic: Underground Power Lines
Replies: 4
Views: 1902

Re: Underground Power Lines

In a Reddit AMA, Kovarex expressed interest in rail viaducts. So, if nothing else, he shouldn't see a problem with at least implementing power lines that stretch between structures that go over things, such as belts or inserters. To transfer power from one powered thing to another.
by Factory Lobster
Tue Jun 06, 2017 8:18 pm
Forum: Ideas and Suggestions
Topic: Underground Power Lines
Replies: 4
Views: 1902

Re: Underground Power Lines

I think what would be better for this game would be simple power transfer to anything immediately adjacent to something powered, either up to a certain number of tiles (like Sim City) or infinite. It doesn't make sense to have to wire everything independently.
by Factory Lobster
Tue Jun 06, 2017 6:00 pm
Forum: Outdated/Not implemented
Topic: The sorely missed ability to do donuts with the car.
Replies: 4
Views: 1919

Re: The sorely missed ability to do donuts with the car.

The sorely missing ability to bulldoze forests.
by Factory Lobster
Tue Jun 06, 2017 4:22 pm
Forum: Ideas and Suggestions
Topic: Rearrange hand craft queue - QOL
Replies: 14
Views: 10685

Re: Rearrange hand craft queue - QOL

<Not Entirely Serious What we really need is to remove the ability to queue at all. Allow you to queue a single recipe as many times as you want, but don't let you queue two recipe types at all. After all, Assembly machines only do one recipe at once. In effect, you would have to do each sub-set of...
by Factory Lobster
Tue Jun 06, 2017 4:09 pm
Forum: Ideas and Suggestions
Topic: Rearrange hand craft queue - QOL
Replies: 14
Views: 10685

Re: Rearrange hand craft queue - QOL

I suspect a lot of people feel neutral about this or don't really care. On the one hand, yes it is annoying to be in the middle of crafting 5 of something with a really long overall craft time and realize that you need some quick things first (like inserters), but on the other hand we understand we ...
by Factory Lobster
Mon Jun 05, 2017 5:22 pm
Forum: Ideas and Suggestions
Topic: Biters stealing items from corpse
Replies: 5
Views: 2268

Re: Biters stealing items from corpse

What about making biters capable of building anything they destroy? Like, biters only attack you because they want your technology, and they only get your technology by demolishing it. If a biter manages to destroy something and then run back to its nest, then that nest gains the ability to build th...
by Factory Lobster
Mon Jun 05, 2017 4:33 pm
Forum: Ideas and Suggestions
Topic: Biters stealing items from corpse
Replies: 5
Views: 2268

Re: Biters stealing items from corpse

This is a hilarious idea.

How about biters using any weapons & armor they find? Thus creating Hero Biters.
by Factory Lobster
Mon Jun 05, 2017 4:27 pm
Forum: Ideas and Suggestions
Topic: Dirty Water
Replies: 2
Views: 1623

Re: Dirty Water

Just posting to applaud homeopathic fuel joke. :lol:

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