Search found 229 matches
- Thu Jan 30, 2014 3:38 pm
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 10728
Re: Factor 1000 for energy
Because 'realistic' does not consider the abstraction of a game. Nor is it particularly needed. This is a game. I don't know why everyone needs it to be 'realistic' in so many ways I mean really... why is that so important to so many people? I'm genuinely curious. Just my view of these things: Beca...
- Thu Jan 30, 2014 2:59 pm
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 10728
Re: Factor 1000 for energy
Using real world terms is a way of likening something to the real world. It doesn't have to translate beyond that. It doesn't have to be accurate. IE using joules and watts rather than using factons and factorions for your units of power. I mean they can make up whatever they like, but humans know ...
- Thu Jan 30, 2014 4:36 am
- Forum: Implemented Suggestions
- Topic: Fix the transport belts already
- Replies: 10
- Views: 4788
Re: Fix the transport belts already
Of course I can work around these quirks... I just don't see how this makes sense from either a realism or gameplay viewpoint, and it leaves me spending mental energy on things I find neither interesting nor entertaining. They aren't broken. They work a certain way. You want them to work a differen...
- Thu Jan 30, 2014 4:21 am
- Forum: Ideas and Suggestions
- Topic: Factorio MMO [Idea]
- Replies: 19
- Views: 7466
Re: Factorio MMO [Idea]
An "MMO" styled game could work. Provided the players ultimately ran it. See whenever you throw "MMO" out there you are essentially putting the connotation of company hosted resources and 'closed' servers/realms where the entire games population is funneled into. Those games tend...
- Wed Jan 29, 2014 2:03 am
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 10728
Re: Factor 1000 for energy
Using real world terms is a way of likening something to the real world. It doesn't have to translate beyond that. It doesn't have to be accurate. IE using joules and watts rather than using factons and factorions for your units of power. I mean they can make up whatever they like, but humans know t...
- Sun Jan 26, 2014 12:07 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31324
Re: is effectivity module op?
I actually like the modules. Though I do think the current implementation is a tad 'dicky'. But I don't really know a better way to implement it to make it less dicky. I love the ability to reduce my energy requirements or speed or give bonus production. I like to think of it as "reconfiguring&...
- Sat Jan 25, 2014 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9949
Re: Logistics storage fixes
Hmm I'm not really sure what exactly you are getting at. But I've seen this sort of question raised before in other posts. You have the right idea though, it is essentially a storage 'array'. The thing with a storage array is that it really shouldn't be organized because you don't organize an 'arra...
- Sat Jan 25, 2014 8:08 am
- Forum: Ideas and Suggestions
- Topic: some ideas
- Replies: 8
- Views: 3265
Re: some ideas
we have no acces to that tech in the start, and the robo tech need artefact to be done, in all cases we must fight alien to can make robo and in the first step of your factory, you make a lot of pollution and alien come near your factory anyway, where is bad at don t make the end game with lots of ...
- Sat Jan 25, 2014 7:58 am
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 6410
Re: Resource Sinks
Another 'resource' sink could come in the form of creature attacks. Now that we are going to have blueprints, and we already have 'structure reconstruction' through roboports we could have structured and organised attacks from the biters that instead of destroying everything until your factory is no...
- Sat Jan 25, 2014 6:29 am
- Forum: Pending
- Topic: [0.8.8] Bug or 'feature'?
- Replies: 4
- Views: 3947
[0.8.8] Bug or 'feature'?
There is an issue I seem to be having on one of my saves and I've had it before on various saves but it isn't reproducable from what I can tell. It just seems to happen randomly. Groups of biters will just come out of what seems like nowhere and start attacking very specific targets inside my factor...
- Fri Jan 24, 2014 1:58 am
- Forum: Ideas and Suggestions
- Topic: some ideas
- Replies: 8
- Views: 3265
Re: some ideas
in first no pollution with robo mine (just a way to make furnace no pollution and we can do a factory which does not attract aliens) That's not actually a good thing. There should be the ability to minimize pollution (Which there already is) but not negate it entirely. If you use effectivity module...
- Fri Jan 24, 2014 1:19 am
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 6410
Re: Resource Sinks
This is a 'problem' attributed to pretty much any game where you have 'resources'. Especially in games where your capacity to gain resources increases. Now naturally this is offset by resource sinks and dumps. A sink being an investment and a dump being something to essentially dump resources into. ...
- Wed Jan 22, 2014 10:12 pm
- Forum: General discussion
- Topic: Alien science pack y do we ned them?!
- Replies: 18
- Views: 7088
Re: Alien science pack y do we ned them?!
Well think about what the science packs do. Where they are placed. You are placing them in a 'research' facility. Which one would assume is... well researching based off chemicals. It stands to reason that to advance higher and higher you need to research biological chemicals from the aliens. I mean...
- Wed Jan 22, 2014 8:51 am
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9949
Re: Logistics storage fixes
I honestly think it is fine as it is. I mean it could use some additional 'options' perhaps. But as far as I know this can be achieved through filter inserters and circuit networks. So I would say it isn't broken don't 'fix' it. I know it doesn't work the way a lot of people would like, but that doe...
- Wed Jan 22, 2014 8:44 am
- Forum: General discussion
- Topic: Water - how does it actually work?
- Replies: 3
- Views: 4019
Re: Water - how does it actually work?
What we have now is essentially a form of placeholder. Just to make everything work. are they planning to make water a limited resource? (currently unlimited) As of yet I don't believe so. At least I haven't heard any mention of it. Maybe in the long-term future they might, but that would be comple...
- Wed Jan 22, 2014 8:42 am
- Forum: General discussion
- Topic: "Hand Made"
- Replies: 13
- Views: 7692
Re: "Hand Made"
Random thought... Given default difficuly settings for everything (ore size, etc) in freeplay. Do you think it possible to complete the game only crafting items "by hand"? I.e. no assembling machines (things like furances and power generation devices will still be required.) I know it wil...
- Wed Jan 22, 2014 2:44 am
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9949
Re: Logistics storage fixes
Hmm I'm not really sure what exactly you are getting at. But I've seen this sort of question raised before in other posts. You have the right idea though, it is essentially a storage 'array'. The thing with a storage array is that it really shouldn't be organized because you don't organize an 'array...
- Tue Jan 21, 2014 11:46 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213140
Re: Electric energy
If you do decide to add nuclear power just keep in mind the immense resources required to process nuclear fuel. Each of the cylinders used to process nuclear material during the cold war was 40m tall and they were arranged in a concentrator set up, where uranium hexafluoride would cascade from one ...
- Tue Jan 21, 2014 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Construction timers/Hand Crafting
- Replies: 0
- Views: 3507
Construction timers/Hand Crafting
I don't know how possible this would be, but when you mouseover recipes in the crafting menu it gives you a 'time' unit that I've asked about on another thread that was changed to be uniform in seconds recently (Thanks for that btw). But something I've been noticing because I do a lot of the more co...
- Tue Jan 21, 2014 10:08 pm
- Forum: Ideas and Suggestions
- Topic: some ideas
- Replies: 8
- Views: 3265
Re: some ideas
Interesting ideas certainly. However I think that you're essentially talking about creating robotic automation for all the things you don't want to engage in. As awesome as the automation in this game is, it already has the 'issue' where once you get things setup you aren't really playing the game s...