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Ideas (to be sorted) #11

@KiwiHawk

Description

@KiwiHawk

add working visualisations to generator entity.
add fluid category to fluidboxes

persistent deconstruction zone?

Known issues:

Maybe add minimum range to AOE ammos.
Allow turning off individual logistics components.
Add a tech to unlock the first tier of inserter rotation.
Allow turning off T2+ on some of the new entities EG, different accumulators and different size solar panels in power.
Option for barrels only (no gas bottles or canisters)

Science pack overhaul:

Multiple tiers of each category science pack.

add variation options to bobores.

make some more robot tank units. T2 to T4?
Base oriented nests for player owned units
Add more tiers of Flame turret.
napalm landmines
Higher tier non-electric 2x2 furnaces?

Revamp gem processing. Replace with Crystal Oscillators and Laser lenses instead of using gems directly.
Make nitrogen/oxygen from air better (Idea to keep current recipe with difficulty overhaul on, but change to just get Air to Nitrogen and Air to Oxygen recipes with it off)

Add ceramic engine using ceramic bearings. Use it in higher tier trains and tanks.
add other higher tier engines.
coils, transformers, motors...

The new fluid system allows fluids to flow back out of fluid boxes on idle entities, change pipe connection structure on some?
(Pass through pipes like boiler and steam engine on other entities like chemical furnace and electrolyser)

remove the MK from the name of some things. (EG Pump MK2, Beacon MK2, and Compressor MK2)

Larger 2x2 chests?

Allow changing of furnace types between electric 2 and multi-purpose and electric 3 and multi-purpose 2

Steel furnace mask may be required.

LuaPlayer::stashed_controller_type
secondary_draw_order = -49,
secondary_draw_orders = { north = -1, east = 3, south = 3, west = 3 } (negative numbers go down graphic layers, positive numbers go up.)

You can specify apply_recipe_tint in a working_visualisation specification and then always_draw = true works to have it always show, even when idle.

Clock:

It'd be great to be able to have an icon for the "type of time of day" -- dark, sunset, dusk, etc

Add support for the minime mod, there's info about it in your Forum notes.

Plasma does too much damage at lower levels?

Bobtech's burner phase seems its tripping over AAII's Basic Automation when my Assembling machines mod isn't installed, because it is assuming if it finds a technology named basic-automation, then you have steam assembling machine.

Add plasma resistances to enemies

heat pipes 2 and 3 don't have a heat capacitance and conductance value listed when you mouse over them, it's a similar thing for many other objects. heat accumulators, burners both fluid and solid.

Do split difficulty checking on the technology redundant prerequisites check.

look at recipes for Spidertron remote, discharge defence remote, and artillery targeting.

Locale entry for steam assembling machine should say 60kW per level, not 80.

The default recipe category for standard logi chests has changed and as a result it sorts below the additional tiers of chest
vanilla equipment sorted into "military-equipment" instead of "equipment"
When reordering subgroups for recipes / items: change the subgroups of both.

See if you can make spidertron work with all fuels when nuclear revamp is on.
Also, Reactors shouldn't fast replace to each other if they use different fuel types.
Cannot seem to add Pure Productivity to Basic Alien Science packs yet can add to all the other alien sciences.

The description of Chemical Processing techs says "Research into to use and production of chemicals." Should probably be "into the use".
The description of the "Productivity limitations" setting in your Modules mod says "effect" when it should be "affect".
The description of the "Cheaper Steel" setting in MCI "If enabled, Steel will cost 2 iron plates in stead of 5". It only costs 1 iron plate now. Also, that should be "instead".
The items "exoskeleton equipment MK2" and MK3 don't have their first words capitalized.

At some point the horizontal_window_bounding_box and vertical_window_bounding_box on pipes changed in the base game. I don't think I've noticed anything wrong with the horizontal windows (the change is just a single pixel), but the vertical ones definitely look a little off in the top right corner. The new bounds are:
horizontal_window_bounding_box = {{-0.25, -0.28125},{0.25, 0.15625}},
vertical_window_bounding_box = {{-0.28125, -0.5},{0.03125, 0.125}},

Pump 1 has a minimum power draw, Pump 2, 3, 4 do not.

Long handed 2 is too expensive when boblogistics isn't installed (Logistics 3 costs purple science) Do a check to use a lower level technology to unlock it if boblogistics isn't installed.

lead_target_for_projectile_speed seems to make Plasma turrets (Both stationary and vehicle mounted) act strange when enemies are closer than minimum range.

data-updates.lua:10
Turns out that the problem is the mod Load-Furn, which unnecessarily(?) creates the recipe category. So the problem is just that you just check if the category exists and not if the recipe exists.

Equipment mod changes some sprite.filename of equipment, which isn't compatible with other mods.

Changes for 0.17

1 mass of hydrogen to 9 mass of water. recalculate?
Wood in rail recipe?

Look into why you can't drag-place new belts over the top of ghosts of other types

car MK2, some kind of truck?

change lamp to cost glass?

Should probably swap batteries around in tier.

Make cobalt easier to get. Advanced recipe requires too high a level to make it worth making some early game cobalt things.

Add an armoured cargo wagon with no storage, but lots of grid.

a steam engine with very large fluid box?

Copper tungsten's true purpose is electrical. pretty much every application for copper in electronics, but reinforced.

Make more burner powered alternatives.

Override mod:

Filtering coal into charcoal gives chance of sulfur (alternate recipe?)

Plastic
Petroleum gas + Chlorine -> PVC (plastic bar) (replaced default with this)
Petroleum gas -> Polyethylene (plastic bar, bad idea)

Assembly mod:

2x2 Assembly machine chain
4x4 Assembly machine chain

Warfare mod:

Tank cannons capable of shooting a range of ammo types with different effects.

add rocket turrets

Heavy gun and heavy turret and Rocket turret

early propellant, gun powder, made from sulfur and coal and potassium nitrate.

Enemy Mod:

Add new enemy types with appropriate nests. (Sploders?)

Mining mod:

fix recipes
A small powerful drill?
More burner powered mining drills on par with electric.

Plates mod:

Some items (ceramics, etc) shouldn't be able to be made by hand, and need to be moved to the crafting with fluids category.
Pump graphics

Power mod:

1x1 accumulator

Logistics:

Have separate LZE and CZE towers.

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