That's an inherent part of slot based inventory. No way to really go around it.
Transition from slot-based inventory to weight-based one would be a rather major change.
Might be worth considering, though.
Search found 201 matches
- Tue May 27, 2014 7:22 am
- Forum: Ideas and Suggestions
- Topic: Wall-related suggestions
- Replies: 12
- Views: 4719
- Sun May 18, 2014 2:00 am
- Forum: Show your Creations
- Topic: Do you have a deathwish? Yes I do.
- Replies: 2
- Views: 5026
Re: Do you have a deathwish? Yes I do.
You can always slow down to reduce the pollution. That's how I handled "hard mode". My hard mode might have been a bit easier than yours (I think I had bases big and frequency high), but same tactics apply. Full efficiency + solar panels + electric furnaces would mean that most - if not al...
- Fri May 16, 2014 9:29 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213475
Re: Electric energy
Would also like it if there were issues like radiation leaks, possibility of explosion, damage to surrounding area if it does. Maybe leaks could be just a super low random chance and they could be repaired. Explosions could come from being damaged to the point of breaking I guess. Strong against he...
- Thu May 15, 2014 9:00 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 27922
Re: Get rid of Pickaxe tool
+1 for removal.
The literally only good thing pickaxe adds to the game is the small buff when you upgrade from iron to steel.
The literally only good thing pickaxe adds to the game is the small buff when you upgrade from iron to steel.
- Mon May 12, 2014 1:58 am
- Forum: Frequently Suggested / Link Collections
- Topic: What do biters do in their spare time? (Pheromone pathfind)
- Replies: 32
- Views: 30454
Re: What do biters do in their spare time?
Smell based simulations tend to be either computationally heavy or imprecise. While this would fit with the concept of pollution and could easily use existing mechanisms, weaker computers could have problems passing all those pheromones around. I really like the idea of death pheromone. Could be use...
- Mon May 12, 2014 1:43 am
- Forum: Ideas and Suggestions
- Topic: Fractionation Splitter
- Replies: 10
- Views: 3287
Re: Fractionation Splitter
Fun fact: this suggestion has 3 threads about it on 2 first pages of "Ideas and Suggestions".
I think we need a "Do not suggest those, bump the existing thread instead" sticky with links to the reoccurring suggestions.
I think we need a "Do not suggest those, bump the existing thread instead" sticky with links to the reoccurring suggestions.
- Mon May 12, 2014 1:34 am
- Forum: Ideas and Suggestions
- Topic: Multiple turret types/general turret rebalance
- Replies: 8
- Views: 6296
Re: Multiple turret types/general turret rebalance
Lighting gun: I though about that exact real life example for why your idea of lighting gun is unrealistic. It would ground itself out on first target. Also, I've yet to see forking lightning done well in games. So far it was always just "fireball but blue and fast". About realism: have yo...
- Sun May 11, 2014 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Multiple turret types/general turret rebalance
- Replies: 8
- Views: 6296
Re: Multiple turret types/general turret rebalance
I don't like the grouping of types. You get clear progression within a type, which is a bad thing as it limits choice. As weapon types are associated with damage types, balanced biter hordes would mandate having reasonably developed weapons from all tiers, once again limiting choice Progression in e...
- Sat May 10, 2014 3:25 pm
- Forum: General discussion
- Topic: Why no Diesel Engine for Power Generation?
- Replies: 9
- Views: 3858
Re: Why no Diesel Engine for Power Generation?
Diesel internal combustion engine would be amazing for early game and small stations far from water.
- Sat May 10, 2014 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Additions to the train system.
- Replies: 33
- Views: 17564
Re: Additions to the train system.
If biters aggressively predicted target's movement, they'd run in front of the train, clogging it with their bodies. First small biters would slow it down, then mediums would pin it, 2 big ones in front of the train could easily wreck a locomotive. That would make train guns helpful, without needing...
- Sat May 10, 2014 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12530
Re: Solar boiler?
So... a different type of accumulator? There might be an argument to be made for that, or the ability to 'tech up' existing ones with rarer materials or larger footprints Too boring. Accumulators are already very boring (plop and forget), but at the same time fulfill their purpose. Better accumulat...
- Fri May 09, 2014 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12530
Re: Solar boiler?
In Factorio, you can produce energy from hot water all day, but from sun only when the sun is shining. With an electric boiler, you could heat up water in the day when you've got excess power and then use it up in the night. You can already store hot water from regular boilers to decrease fuel usage...
- Thu May 08, 2014 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12530
Re: Solar boiler?
Electric boiler could be factorio's imitation of another real life concept: pumped-storage hydroelectricity. Since storing energy chemically (in accumulators) is expensive, it is more economically viable to pump water up a river when there's excess energy available and run it down through a turbine ...
- Thu May 08, 2014 11:13 am
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12530
Re: Solar boiler?
It makes sense to have large, low-density "farms" supply dense "city". It is both realistic and simple to implement. It becomes rather boring later on, though. Solar panels are very simple and thus uninteresting. It would be more interesting if it was done like it is in real life...
- Tue May 06, 2014 8:22 am
- Forum: Ideas and Suggestions
- Topic: New enemy system suggestion
- Replies: 6
- Views: 2206
Re: New enemy system suggestion
Clever pathfinding could allow biters to avoid heavy turreted and walled areas while being very easy to implement.
- Tue May 06, 2014 8:20 am
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12530
Re: Solar boiler?
Why would a solar boiler be expensive? Like regular boiler, it requires entire clunky infrastructure around it. The infrastructure is a cost in itself, so it should be more resource efficient than solar panels. Most efficient solar power plants IRL are essentially solar boilers, except they use a wo...
- Fri May 02, 2014 9:03 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 23996
Re: "Free belt system" versus "belt circuit"
It could be cool for the advanced belts. Basic ones should be upkeep free, though. Early on, belts are the only transportation you have (other than "manual inserter") and they have to cross relatively large distances. Until we get low-tech steam trains that don't require steel and lots of ...
- Fri May 02, 2014 10:26 am
- Forum: Gameplay Help
- Topic: Solid fuel
- Replies: 2
- Views: 2324
Re: Solid fuel
Solid fuel is - as name suggests - solid.
You put oil to chemical plant via pipe, but then inserter takes the solid fuel out of it (like from assembly machine). You can output those cubes onto your coal belt and furnaces will accept them as soon as they burn all coal stored in them.
You put oil to chemical plant via pipe, but then inserter takes the solid fuel out of it (like from assembly machine). You can output those cubes onto your coal belt and furnaces will accept them as soon as they burn all coal stored in them.
- Fri May 02, 2014 10:21 am
- Forum: Ideas and Suggestions
- Topic: Implement deconstruction chests.
- Replies: 9
- Views: 2938
Re: Implement deconstruction chests.
+1
Being able to be filled to the brim is an essential feature of storage chests. Having free storage space is essential for valid functioning of deconstruction.
Being able to be filled to the brim is an essential feature of storage chests. Having free storage space is essential for valid functioning of deconstruction.
- Fri May 02, 2014 10:20 am
- Forum: Ideas and Suggestions
- Topic: Enemy "Genetics"
- Replies: 4
- Views: 1902
Re: Enemy "Genetics"
At the moment biters "evolve" with pollution, but it's very linear (small->medium->big). I can kinda see an application of genetic algorithm styled evolution here. Biters could have a separate difficulty and stat distribution attributes. Difficulty would determine sum of stats and increase...