Search found 201 matches

by Coolthulhu
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...
by Coolthulhu
Sat Mar 15, 2014 11:37 am
Forum: General discussion
Topic: Something I recently realised...
Replies: 32
Views: 10624

Re: Something I recently realised...

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.
Or men, women and children.
It takes a single "but they're just animals/pests/vermin" to change a visitor from other planet into an alien Hitler.
by Coolthulhu
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?
by Coolthulhu
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...
by Coolthulhu
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.
by Coolthulhu
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...
by Coolthulhu
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.
by Coolthulhu
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.
by Coolthulhu
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.
by Coolthulhu
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 ...
by Coolthulhu
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.
by Coolthulhu
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.
by Coolthulhu
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...
by Coolthulhu
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.
by Coolthulhu
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 ...
by Coolthulhu
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...
by Coolthulhu
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...
by Coolthulhu
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.
by Coolthulhu
Sat Mar 01, 2014 6:11 am
Forum: General discussion
Topic: How do beacons work?
Replies: 7
Views: 5954

Re: How do beacons work?

syneris wrote:don't affect other beacons or anything without a module slot
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.
by Coolthulhu
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...

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