Search found 131 matches
- Wed Mar 26, 2014 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Car GPS
- Replies: 4
- Views: 1532
Re: Car GPS
I Like the idea, maybe also something you can toggle in the map and add waypoints, and they will be marked in the minimap (i have constant trouble when going between my 4 bases in a VERY large and low resources map, when i have to drive almost half a game-day to go from one base to another, and almo...
- Tue Mar 25, 2014 12:50 pm
- Forum: Balancing
- Topic: Wagons a bit more load
- Replies: 1
- Views: 5572
Re: Wagons a bit more load
I agree. The car can carry like 3-4 wagons in Things... that discourages the use of trains, and I think they rule, and should rule a little bit more
- Fri Feb 28, 2014 10:36 pm
- Forum: General discussion
- Topic: Are there any game like factorio?
- Replies: 9
- Views: 7566
Re: Are there any game like factorio?
The game reminds me a lot about Kerbal Space Program, but not because it's about factory/workflow/spacial logic. KSP and Factorio are about learning how to think in practical ways. KSP was the first game to ever make me break out physics based calculus to learn how to play better. Both games are ab...
- Tue Feb 25, 2014 10:55 pm
- Forum: Releases
- Topic: Version 0.9.1
- Replies: 26
- Views: 33774
Re: Version 0.9.1
The dev of Banished has mentioned he's been working in the professional game development industry for many years in a handful of roles. It sounds like he's coming from a perspective of heavy experience. It shows. TRUE! When Etalyx started playing it and said it wasn't released yet... I couldn't bel...
- Tue Feb 25, 2014 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Pipes 80% underground or longer segments
- Replies: 15
- Views: 7908
Re: Pipes 80% underground or longer segments
I'm for the introducing two new type of pipes. Long underground pipes and extra long underground pipes. First type needs two normal underground pipes and number of pipes equal to "extra length" of that pipes. We could craft it in pairs like underground pipes. It could need some iron plate...
- Tue Feb 25, 2014 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4610
Re: Make splitters smaller
I think smart splitters can be a hell of a good thing too. but it is a little harder to code... this change i'm saying would be easily implemented :) How do you know that? Because I can think a way to code it, and I'm just a very basic programmer. Splitters are already implemented, and they divide ...
- Tue Feb 25, 2014 10:12 pm
- Forum: Outdated/Not implemented
- Topic: Pollution cleaner
- Replies: 11
- Views: 6081
Re: pollution scrubber
I'd like something that has "polution -500"... be it a air cleaner or water treatment plant or w/e.
It coud be a nice adding, even if I agree with BurnHard inthat pollution is "something that disturvs biters, not pollution as we know it, we should have a way of decreasing this number.
It coud be a nice adding, even if I agree with BurnHard inthat pollution is "something that disturvs biters, not pollution as we know it, we should have a way of decreasing this number.
- Tue Feb 25, 2014 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Trains as linkers between seperated logistic networks
- Replies: 3
- Views: 3761
Re: Trains as linkers between seperated logistic networks
Well. The direction is right. The how to is the question. Your solution with a wagon is nice. [...] NICE!!! But, i have an idea... Do like the market in Banished. Make it be like a "Storage Station (SS from now)" next to the train station, where you put stuff either requesting from the ne...
- Tue Feb 25, 2014 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Map setup for evolutionfactor and start evolution
- Replies: 1
- Views: 953
Re: Map setup for evolutionfactor and start evolution
+1
Also, you can start in a map with NO EVOLUTION if you wished... maybe to do a scenario, or a tutorial, or a mod...
Also, you can start in a map with NO EVOLUTION if you wished... maybe to do a scenario, or a tutorial, or a mod...
- Tue Feb 25, 2014 8:38 pm
- Forum: General discussion
- Topic: So many bugfixes!
- Replies: 12
- Views: 4966
Re: So many bugfixes!
Much Factorio. Very Factory. Doge LikesMaxStrategy wrote:Wow. Much Fixes. Very Production. No Bite Plz. Wow.
- Tue Feb 25, 2014 7:38 pm
- Forum: Releases
- Topic: Version 0.9.1
- Replies: 26
- Views: 33774
Re: Version 0.9.1
Hrm.. This looks a lot like my Christmas list.. time to put down Banished and pick up Factorio for my weekend. Less big worms, 1 steel barrels.. Heh I've been playing both games and both development teams really impress me! Banished has issues but their 'team' is only one person which is pretty dam...
- Mon Feb 24, 2014 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Barrel logistics
- Replies: 11
- Views: 4788
Re: Barrel logistics
I still haven't played 0.9.1 (because it still looks like a lot will be changed) but why do you need to half-fill the cargo wagon? Why not fill it entirely, except for one slot? Then you can get almost double the capacity, with the same effect. Why is it hard to get exactly the right amount of barr...
- Mon Feb 24, 2014 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4610
Re: Make splitters smaller
@Sedado: I had the same thought. The splitters on the edges could even be rotated which will give even more flexibility. but honestly, It's true that the current splitter allows for all kinds of constructions, with a little space and fantasy. So maybe, such a more flexible splitter would just take ...
- Sun Feb 23, 2014 9:59 pm
- Forum: Ideas and Suggestions
- Topic: weighted splinters
- Replies: 8
- Views: 3489
Re: weighted splinters
I agree that a ratio GUI would be nice. Until that happens, here's another partial solution for you. The first exit on the left gets 1/4 of the items. The next left and the bottom get 3/8 each. This solution requires more splitters for each exit, but does not require more belts for the main line. I...
- Sun Feb 23, 2014 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4610
Re: Make splitters smaller
I like the idea of 1x1 splitters, but with a twist... Hear me out. 1x1 splitter wouldn't split per se. it would have an "arrow" pointing to 1 side, then you coud ADD another 1x1 splitter in the arrow, making it to be the regular splitter we all know and (some) love. BUT ( AND THIS IS THE I...
- Sun Feb 23, 2014 9:30 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4160
Re: preserve manually added items in the crafting queue
but again, it's at the begining... later on you shouldn't have the same problem :) I keep re-playing the early game on different settings. Then you played enough times to know that if you need (lets say) fast inseerters, long handed ones and regulars, you do them in THAT order, not regular inserter...
- Sun Feb 23, 2014 9:18 pm
- Forum: Implemented Suggestions
- Topic: Burner inserters should be able to refule themselfes
- Replies: 6
- Views: 2282
Re: Burner inserters should be able to refule themselfes
Hands down, the burner inserters and miners will have to get seriously buffed or their function altered in some way, or they stay the "crappy things" that are replaced after the first 10 minutes of a game. That's the point. they're a trnsicional item, for helping unload the first 1 or 2 f...
- Sat Feb 22, 2014 3:00 pm
- Forum: Implemented Suggestions
- Topic: liquid type icon on pipe-to-ground
- Replies: 7
- Views: 3536
Re: liquid type icon on pipe-to-ground
There is 1 change I don't like about this pipe changes... That now they don't show the hot water as red... Maybe it's just that i'm not used to it yet, but I ended up doubling the boilers before i realized that the water WAS at 100° and that the water windows were always blue, even if the water was...
- Sat Feb 22, 2014 2:58 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 4160
Re: preserve manually added items in the crafting queue
That's all well and good if you know the recipes by heart, but sometimes I forget that electronic circuits are used to make an oil refinery. Also, that's less helpful if you aren't queuing them at the same time. Sometimes I add stuff to the end of a long queue, and having it eat up things that I qu...
- Sat Feb 22, 2014 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Don't mix training and campaign...
- Replies: 14
- Views: 6764
Re: Don't mix training and campaign...
I like the idea... It's HARD work, a'ight, but it should be doable... at least as a "mod" or "Campaign pack"...
If you need some helf, don't hesitate to call me
If you need some helf, don't hesitate to call me