Search found 201 matches
- Mon Mar 17, 2014 4:32 pm
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10624
Re: Something I recently realised...
Well, Bitters seems to be intelligent enough to build shelters, to identify the source(s) of threats and are usually not attacking without reasons to, rather than just hunting like animals. Their "shelters" seem more like biological structures, a part of their lifecycle. They currently co...
- Sat Mar 15, 2014 11:37 am
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10624
Re: Something I recently realised...
Or men, women and children.aussiegaylord wrote:and then when you want to expand you just clear away a couple of the pests like you would with mice and roaches and keep on going.
It takes a single "but they're just animals/pests/vermin" to change a visitor from other planet into an alien Hitler.
- Wed Mar 12, 2014 6:01 pm
- Forum: Mods
- Topic: [Concept 0.9.2] Boat Mod!
- Replies: 6
- Views: 12760
Re: [Concept 0.9.2] Boat Mod!
What happens if you try to get out the car-boat while in the middle of a lake?
- Wed Mar 12, 2014 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Bring on the 3rd Dimension! Aka World Layers
- Replies: 9
- Views: 5566
Re: Bring on the 3rd Dimension! Aka World Layers
I like the idea of underground layer, though I have yet to see a game that does it right (most have permanently removable rock and this counts as "doing it wrong"). Having more than one underground layer would be realistic, but would make the game more complex than it should. 1 underground...
- Tue Mar 11, 2014 11:00 am
- Forum: Ideas and Suggestions
- Topic: Factory Designer like a 4x games Space Ship Designer
- Replies: 13
- Views: 8974
Re: Factory Designer like a 4x games Space Ship Designer
Something like this was suggested around version 0.6 or 0.7.
Interesting idea, but for me it kinda conflicts with the way Factorio works now.
You have components that do their stuff and just that. Complex system arising from interaction of simple elements.
Interesting idea, but for me it kinda conflicts with the way Factorio works now.
You have components that do their stuff and just that. Complex system arising from interaction of simple elements.
- Tue Mar 11, 2014 10:09 am
- Forum: Gameplay Help
- Topic: Water pumps
- Replies: 11
- Views: 12778
Re: Water pumps
You probably don't understand how do pumps and boilers interact or build too long pipelines. It's common - fluid mechanics aren't the most obvious thing out there. Pump creates cold water (temperature 15). Boilers then heat up the water that's passing through them. The faster the water flows, the le...
- Mon Mar 10, 2014 11:41 pm
- Forum: Balancing
- Topic: Engine unit
- Replies: 26
- Views: 20256
Re: Engine unit
While we're at it, car should be able to equip modules for armor and generate energy for them from fuel.
- Sun Mar 09, 2014 10:11 am
- Forum: Ideas and Suggestions
- Topic: Airplanes
- Replies: 14
- Views: 4748
Re: Airplanes
And diggers, tanks, submarines, underwater buildings, moonbases, teleporters and parallel dimension travel machines.
- Fri Mar 07, 2014 8:15 pm
- Forum: Off topic
- Topic: Deterministic vs. Non-deterministic
- Replies: 8
- Views: 7144
Re: Deterministic vs. Non-deterministic
This was needed for the results to be comparable. Even though the RNG uses a fixed seed, most proper solutions will still work in a non-deterministic environment.
You can exhaust the RNG in similar way in some older RPGs, particularly gameboy ones. Or in tool assisted speedruns.
You can exhaust the RNG in similar way in some older RPGs, particularly gameboy ones. Or in tool assisted speedruns.
- Fri Mar 07, 2014 1:41 am
- Forum: Off topic
- Topic: Deterministic vs. Non-deterministic
- Replies: 8
- Views: 7144
Re: Deterministic vs. Non-deterministic
Non-determinism is such a fascinating thing in real life, it's amazing how clunky and atrocious it can be in video games. Games designed with non-determinism in mind - for example roguelikes - handle it rather well once balanced. Other games generally suffer and non-determinism is just an ugly hack ...
- Thu Mar 06, 2014 9:07 am
- Forum: Ideas and Suggestions
- Topic: Interpolated pollution display on map
- Replies: 1
- Views: 1161
Re: Interpolated pollution display on map
I don't like the idea of displaying a gradient when the actual data is clearly discrete.
Early game it's rather important whether your slight pollution gets absorbed by a bunch of trees or a spawner behind them. The chunks should be clearly visible for as long as they're used in calculations.
Early game it's rather important whether your slight pollution gets absorbed by a bunch of trees or a spawner behind them. The chunks should be clearly visible for as long as they're used in calculations.
- Tue Mar 04, 2014 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Break into raw materials?
- Replies: 3
- Views: 1510
Re: Break into raw materials?
This is certainly in the top 3 of suggested features going by the number of threads.
Will probably be implemented in the relatively near future.
Will probably be implemented in the relatively near future.
- Sun Mar 02, 2014 3:00 pm
- Forum: Balancing
- Topic: Roboport undocking speed
- Replies: 7
- Views: 14177
Re: Roboport undocking speed
Collisions and randomness in bot paths sound like a bigger problem than bad aesthetics. They can be rather wonky already, with robot suicide and whatnot. Add bots crashing into each other and waving around unpredictably and you'd be likely to get something that not only still looks ugly, but also pl...
- Sun Mar 02, 2014 2:41 pm
- Forum: Not a bug
- Topic: [0.9.1] Automating blue flasks production
- Replies: 2
- Views: 3029
Re: [0.9.1] Automating blue flasks production
Assembly 2 can make all the items, assembly 3 just crafts faster and has more module slots.
- Sat Mar 01, 2014 11:10 pm
- Forum: General discussion
- Topic: How do beacons work?
- Replies: 7
- Views: 5954
Re: How do beacons work?
They were rather useful when productivity modules didn't suck. You could save quite a bit of energy by strategically placing beacons. Now the best way to use modules is effectiveness for everything, speed purely as a crafting ingredient and productivity for alien science packs. No place for beacons ...
- Sat Mar 01, 2014 10:38 am
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28496
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
Results? You mean products that can be made from waste? From what I can read, hazardous waste that is recycled is mostly metals and solvents. Those aren't filtered from air, though. Scrubbers that filter air remove mostly acid gases, including sulfur dioxide and hydrogen sulfide that can be easily m...
- Sat Mar 01, 2014 8:50 am
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28496
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
Poison capsules produced from waste should release pollution back somehow. It doesn't really make sense that you can distill pollution into poison capsules that are pollution-free and can't just distill it to the poison inside capsules without encapsulating them. The garbage dump idea is good, but i...
- Sat Mar 01, 2014 6:37 am
- Forum: General discussion
- Topic: Question about red & green wires
- Replies: 15
- Views: 6876
Re: Question about red & green wires
No, thanks to 0.9 having smart inserters accept info from the logistic bot network, you don't really need red and green wires.
Now you only want to make small smart networks for stuff like not feeding the boilers while accumulators aren't nearly empty.
Now you only want to make small smart networks for stuff like not feeding the boilers while accumulators aren't nearly empty.
- Sat Mar 01, 2014 6:11 am
- Forum: General discussion
- Topic: How do beacons work?
- Replies: 7
- Views: 5954
Re: How do beacons work?
Last time I checked they affected steel furnaces, but this was relatively long ago, before beacons became nearly worthless except for the latest of lategames.syneris wrote:don't affect other beacons or anything without a module slot
- Sat Mar 01, 2014 1:31 am
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28496
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
In real life you'd have landfills or large tanks filled with the waste. In case of the less common more active substances (radioactive waste), it would be moved back underground. I kinda like the idea of having the added logistics of waste disposal, though at the current point mods are more of a wor...