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Found 3 results

  1. Chemical factories demand bio gas, water, energy cells, and gas. 4 factories that you can't fit on the holy "fetch from factory" trinity, and it only produces 2 chemicals. The rest are solvents and acid and the such. Just to be able to supply my small ammunition factory, I needed to make a paint factory that also consumed chemicals and even with 3 XXL chemical factories. Not to even mention that trying to set it up to have no deficiencies is a hassle since it demands from a very diverse line of factories. Ammunition also has more inherent value than the gun factory uses ammunition. My issue is, if there was a cargo station (which i know have gotten suggested a bit and there is a mod for that seems to be icky at working for me at best) or if the chemical factory produced more chemicals or if making ammunition didn't demand so much of this one thing that seems to be produced in such lower quantities, it'd fix this bottleneck. As it is, I have three XXL chemical factories trying to feed both a small paint and small ammunition factory that seems to be forever hungry for more detergent.
  2. A new station that connects all factories within a sector with cargo ships/long range transporter. This would work as an alternative to cargo shuttle and allow factories to share common ingredients. Also, this could be beneficial for game performance since a few cargo ships could replace a large fleet of cargo shuttle, even move the entire logistic network to the background if transporter is used. Then, the PC/server doesn't have to render all those traffic, giving player much better experience(higher frame rate/more space for multiplayer). Maybe this function could be implemented into trading post, so that the trading post(an additional tab in player's trading post) could handle all import/export of local factories.
  3. Mod or game feature idea: New crew named scientists which work in Academy modules which now produce research points (if training crew it produces less). Scientists have to be trained in the academy they will work (can't be trained elsewhere and be transported). Research tree: combat: ‌ fleet size scaling ‌ weapon quality scaling ‌ fighter specs industrial: ‌ factory/craft module unlocks ‌ resource processing ‌(For example by default you can process iron and titanium. Everything else needs to be researched.) module upgrades agriculture: ‌ station/craft agricultural module unlocks ‌ food processing ‌ agricultural module upgrades economy: ‌ passive credit income locked under this tree Scientists also speed up the training if there is no ongoing research. Distinct type of research data can be acquired from combat/exploration which speeds up distinct type of research. Stations no longer built for only one job. There are station modules that require TW(1000GW) to run and fixed minimal size and therefore not recommended to put on regular ships. Ships/stations with such modules can jump but after each jump there is a certain % of disintegration and it could destroy modules and all of it's content. For example a resource processing module with 5000 built in cargo space full of ore will lose 5000 of ores if destroyed. Much more modular weapons. Weapons can be crafted with functionality that is calculated by scripts. This started out as a mod idea. For now it is only a plan. If anybody thinks it is a good idea and wants to help me please do not hesitate to reach me out on discord (tret#8541) or on my e-mail address: tret2100@gmail.com. I am in need of graphical designers (for all the icons and ui) and 1 or 2 developers. The main source of this idea was the rush of progress at the mid-game. You get to a point where you can farm everything just from salvaging. This mod is designed to stop that and give more focus to stations.
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