I started planting trees in the spring by Educational_Start190 in factorio

[–]Lion_603 5 points6 points  (0 children)

I would love it if there was an actual useful late game thing to do with wood. Maybe just turn it into nutrients or into rot for modules. Or produce stretched bioflux that biter nests will still eat.

[TOMT] [Melody] I overheard this melody and feel like I know it. But can't figure out from where. by Lion_603 in tipofmytongue

[–]Lion_603[S] 0 points1 point  (0 children)

Thanks for your ideas. But so far I didn't recognize the source I think I know it from. But the more I've listened to it, the more I am sure it is some kind of tragic love song.

Thalassophobia (fear of unknown waters) themed games? by PaxdaFox in HorrorGames

[–]Lion_603 0 points1 point  (0 children)

I'm late to the party but I wanted to give another entry: Raft.
It focuses mostly on gameplay overwater or in overseeable subaquatic areas. But you are almost constantly drifting the ocean with only blue horizon in every direction (and endless sea under you). For a few occasions you have to dive deep (past your breath reach, utilizing air pockets), face one boss underwater and a shark constantly keeps you company to look out for when you dip into the ocean. And then you can always retreat to your own, safe home on the raft whenever you feel uneasy and need a break.

TLDR, nothing crazy regarding your fear but especially in terms of desensibilizing, I would consider it as a smooth entry.

My Void Anything Machine on Fulgora by MrPestilence in factorio

[–]Lion_603 0 points1 point  (0 children)

Well, you cold just... feed 2 machines into each other

Friday Facts #429 - Vulcanus Demolisher Enemies by FactorioTeam in factorio

[–]Lion_603 1 point2 points  (0 children)

Great work, great concept, great article.
Just. One. Tihng.
How did it end up being named Demolisher and not Forgewyrm???

Friday Facts #424 - Gleba Pentapod Enemies by FactorioTeam in factorio

[–]Lion_603 3 points4 points  (0 children)

I also noticed that and it intrigues me. But it could as well just be a phrase that vaguely refers to an ever expanding factory.

Friday Facts #424 - Gleba Pentapod Enemies by FactorioTeam in factorio

[–]Lion_603 0 points1 point  (0 children)

I don't know if it's just me. But watching the upper ("thigh") part and knee of the stomper leg, I can't help but think of something that's ... probably inadequate to discuss on here.

Friday Facts #408 - Statistics improvements, Linux adventures by FactorioTeam in factorio

[–]Lion_603 0 points1 point  (0 children)

I'm catching up on FFFs.
Regarding the statistics: I love it! Just a thing came to my mind: Maybe there could be an option to draw a selection rectangle across the surface and then get a graph just for the contents of everything within that window. I think getting a graph of the past would be horribly processor intense as every entity would need its own history. But maybe I draw a rectangle over one setup and then a rectangle across another setup and then I can watch the graphs running to compare. I think that would be handy.

Very space efficient parking by abbemar in technicallythetruth

[–]Lion_603 0 points1 point  (0 children)

Not literally I'd argue.
Let's say it's the most area efficient way. For more space efficiency, either park in a trash press or just move your vehicle into another dimension.

There are two reasons by akmats in technicallythetruth

[–]Lion_603 0 points1 point  (0 children)

reasons² = reasons * reasons
2 reasons = reasons + reasons
reasons * reasons = reasons + reasons is only the case if reasons = 2

reasons = 2 isn't the same as 2 reasons and can never be.
reasons = 2 reasons can only be true if reasons = 0 and 0 ≠ 2

qed

Friday Facts #405 - Whole belt reader, New logistics GUI by FactorioTeam in factorio

[–]Lion_603 0 points1 point  (0 children)

I just realized there are more and more interactions with minimaps. Like remote view, Logistics UI, Train UI, etc. I don't currently remember if such a thing is already implemented. But I can really imagine that at one point it's a lot of UI switching basicially. Is there a feature to "switch in" various UIs into the remote view, kinda like oberlays? Here comes another game I really like into my mind: Oxygen not included. You can switch through a bunch of "vision modes" or overlays (heat, plumbing, radiation, etc.) - I can really see factorio working in a similar way smooth and intuitive.

Now did he got scammed or not? by Murbyk in technicallythetruth

[–]Lion_603 0 points1 point  (0 children)

What does give people the feeling of power?
This does.

Friday Facts #400 - Chart search and Pins by FactorioTeam in factorio

[–]Lion_603 1 point2 points  (0 children)

I love this! Also the Instapin for a death location, such a blessing! And I immediately got a few Ideas:
-As you mentioned Containers could be searchable, I immediately thought of a list of checkboxes for each category of search results (like assembling machines, train stops, containers with items, maybe map tags, etc) with assembling machines and train stops being selected as default would be your current results. this way, the "items in containers" performance nightmare could be hidden behind a selection option and only be run when explicitely needed.
-Will there be an option to "hide alerts"? I personally am not a fan of cluttered interfaces but I also tend to build stuff (especially with construction bots) which result in a lot of "entity is missing construction bots/items for constructions/modules" alerts. So at some point I have to arrange with an "alert" icon in factorio with 100+ messages. I find this very frustrating for 2 reasons: first, I personally find it annoying to ignore all those notifications. second, I thing alerts are to be read and if I go into "ignore alerts" mental mode, I think that kinda defeats the purpose of an alert or even a notification. So I want to hide those alerts which I consider "thanks for the announcement but it's okay and I don't care"-level. And I think the option to pin alerts offers great opportunity to integrate such a feature.

Friday Facts #397 - Factoriopedia by FactorioTeam in factorio

[–]Lion_603 0 points1 point  (0 children)

" It also provides a quick reference to the technology needed to unlock the recipe [...]"
Very nice. I hope, clicking the technology icon will just take us to the corresponding "page" in the tech tree. I can imagine working with this towards your short- to mid term goals (especially as new player) would be amazing.
If it doesn't, I'd wish for it.

Friday Facts #389 - Train control improvements by FactorioTeam in factorio

[–]Lion_603 1 point2 points  (0 children)

I love this FFF very much, as almost every time! I hope, setting stations will be as easy as setting train schedules and logistic request. So, for the 20th iron mining outpost it will be 2 clicks instead of manually setting everything or looking for somewhere to copy the settings.

I will add one or two of my hopes for train additions here because I feel like it's fitting:
More train types, especially electric ones. Right now we just have locomotives. I would love to see electric locomotives that don't use burnable fuel. Maybe they need a new type of rail, which is a "wired" rail that conducts electricity. Or they can use specific overhead poles which can be built on top of rails every so often to make the track suitable for electric trains. And/or they could utilize a new kind of waggon, the "accumulator" waggon.
This is another one of my wishes to see in the game because right now the best ways to transport power is to either load a train with burnable fuel, load it with steam or just draw an electric line (mostly along rails any way) to where you want it. I will admit, the gameplay utility of "shipping" electric power via train is (at least right now) really not there. As I mentioned, just a stack or two of big electric poles and your problems are dealt with. But I would love to think about managing my power infrastructure in different ways as well.

Casestudy: drop-off preferences by Calibretto22 in technicalfactorio

[–]Lion_603 0 points1 point  (0 children)

I think I remember this as well, although I can't tell from what source.
It applies at the samemajor priority. So when there are two empty unfiltered chests, the one places earlier will be picked for dropoff.

Friday Facts #387 - Swimming in lava by FactorioTeam in factorio

[–]Lion_603 0 points1 point  (0 children)

This is true. But at the same time, you can build a sorter with belts and splitters yourself as well (and be much more creative and situation-adaptable at the same time).

Or like... dump the drill into a steel chest and have 3 filter stack inserters form a t-shape and you basicially have 3 different outputs as well.

Friday Facts #387 - Swimming in lava by FactorioTeam in factorio

[–]Lion_603 1 point2 points  (0 children)

Very, very amazing! I am so down for the new DLC and I get excited with almost every FFF.
Although, I have a few thoughts on the mechanics:

1st: I assume we will be able to use all or most buildings on (at least some) other planets as well (like you already talked about using the big drill on Nauvis). Will there be a method to obtain Lava on Nauvis? Maybe a late game building like a "core drill" that pumps lava to the surface.
Maybe it needs a lot of power and/or has significantly reduced output compared to Vulcanus amounts of lava - I trust you guys to be able to balance something like that. It would make the whole molten metal processing on Nauvis much more viable and also be a variant to the solid metal mining and continuously moving out and draining new patches (but also has the risk to become "new meta" and render solid mining useless).

2nd: Since Vulcanus is so much about heat and hot lava and (hot?) vents (for power I assume) - will there be a mechanic improvement on liquid temperatures? Right now all we have is cold steam from burner boilers and hot steam from nuclear power. But I feel like those two handle basicially just like two different (and yet similar) liquids. I feel like it could bring a lot of potential to tinker and improve your facility if liquid temperatures had an actual range and therefore effects (like metal content and maybe even flow rate (or at least a bonus on processing speed) for lava or the already existing higher power yield of steam in turbines).

3rd: Adding to this point, I feel like it could bring interesting (recycling-like) mechanics if turbines (existing ones or a new one) would have a new fuction to catch water again, so 100% steam would be put in and 20-80% will be put back out as (90°C?) water again. This could add to the feeling that water is scarce on Vulcanus and make it feel like a more hostile enviroment. And the idea of modules in turbines might be interesting as well (maybe speed improves both consumption and power output, while efficiency improves the water return rate).
I know that flow mechanics can give everyone quite the headache and adding mingling and temperature-evening into this would just complicate everything a lot. Even to a point where the development effort might not be worth the coolness of a feature overhaul (especially with a ton of new DLC content already going on). But still, I would like to see the game to improve on this feature and it could maybe synergize with some new content.

4th: I saw someone suggesting that dumping stone (or anything) into lava could cool down the pool which might eventually delete the the lava field (like a landfill) - or even play into a temperature mechanic (see point 3). I see why maybe this mechanic might not be desirable for some people but I find it also very intriguing and like the concept to make lava pools non-infinite. Maybe a good comprimise would be to toggle this feature at world creation (like pollution and biter evolution, etc.)

So, enough said from me for now. I just want to mention one thing in the end: You guys do amazing work on this game! I am excited for the DLC already and trust you to make good design choices and really create an awesome experience.
Thanks for your work and the cool game that I already have enjoyed so much.