Logi robots are not satysfying to use and make most of the game trivial.
Its like skipping most of the game content and fun imo
Search found 31 matches
- Sat Feb 03, 2018 2:25 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 63408
- Sat Feb 03, 2018 2:14 pm
- Forum: General discussion
- Topic: Biter - Gameplay Update?
- Replies: 3
- Views: 2843
Biter - Gameplay Update?
I was wondering will we ever get any update to the natives of the planets? More biter-variants? More wild-life animals? Some kind of global hive-mind with biter queen/s? New biter types like rhino-biter that would charge straight into walls? Shield-biter that would absorb X bullet type? Flying biter...
- Sat Dec 24, 2016 12:04 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 232805
Re: Peace with Aliens
While biters don't seem to be that intelligent how about adding a Biter-Queen to each biter colony? Or maybe 1 Queen should own few biter colonies to prevent Queen-spams. In order to constant with biters you would have to first to capture one alive specimen , be it a cattle-prod to stun , trap-mine,...
- Sat Dec 24, 2016 11:43 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 162331
Re: RTS direction
Add Vehicle Workshops to automate vehicle productions like tanks, give them AI core, let them use player-made supply stops with something like train-stops. Setup own patrol routes , give them garages so they would automatically respond to any heavy biter threat. This would force player to create som...
- Fri Dec 23, 2016 7:53 pm
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 78755
Re: Friday Facts #74 - The brainstorming
Wouldn't it be better to add some spaceship helipads ( to build on ground ) and inter-planetary trading system with various random-generated-board-quests/ requests from passing by ships? ( like military ships requesting military stuff etc ). Reward could be money or unique tech. You could potential ...
- Fri Dec 23, 2016 6:20 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 38600
Re: Friday Facts #170 - Blueprint library GUI design and redesign
What about official in-game browser for player-sharing-made blueprints? Abillity to upload/download blueprints made by others.
Or website addon for it?
Or website addon for it?
- Fri Dec 23, 2016 10:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585464
Re: [MOD 0.14] AAI Programmable Vehicles
This mod idea is amazing, fanstastic for some PvP or very heavy biter settings.
The problem is, I don't know how to start with this mod. Some tutorial would be nice. Video tutorial would be best.
Cheers
The problem is, I don't know how to start with this mod. Some tutorial would be nice. Video tutorial would be best.
Cheers
- Thu Dec 22, 2016 12:36 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71136
Re: Friday Facts #169 - Combat revisit 2
What this game needs is RTS mode, Tank's workshops to automate vehicle production, setting up AI patrols with some *invisible rails*.
Or ordering them via select&move
Or ordering them via select&move
- Thu Dec 22, 2016 11:32 am
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 38088
Re: The mod portal was a nice experiment... end it please?
As you said, workshop support would lock non Steam users out of the party, because, why bother those who aren't on Steam ? Steam users would stay together, and it would create a 2-speed game. I fully support the fact that whatever ecosystem is built around the game, all will be able to benefit equa...
- Sun Dec 18, 2016 5:07 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Tobi Base ;x...
- Replies: 5
- Views: 4664
Re: Tobi Base ;x...
A aesthetically pleasing to look at base in the Factorio? How rare.
Like it.
Like it.
- Sun Dec 18, 2016 12:06 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71136
Re: Friday Facts #169 - Combat revisit 2
20161217175052_1.jpg In my opinion the real problem with overpowered turrets is that other options sucks. Bitters will swarm you, block you and works will kill you in like two-four shots. Armors: Modular armor works only for having first construction bots. If you account batteries and shields then ...
- Sat Dec 17, 2016 2:07 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71136
Re: Friday Facts #169 - Combat revisit 2
About turret creep/long-turret-walls *Make turrets less effective if they are close to each other, like very close. They lose dmg or speed or drain more power. *Add more biter variety/ resistances so you won't be able to spam laser turrets and expect to kill every biter , because some will be more r...
- Sat May 14, 2016 2:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 117637
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Yeah its fine now.Swadius wrote:Did your FPS improve?
- Wed May 11, 2016 1:13 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 117637
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Noticed some bugs which caused heavy FPS loss. It almost lowered my fps x3. We have noticed a very low FPs, at first we thought it was our internet but suddenly my friend has discovered this. There was TON of biters on top of each other, it took 5 minutes of grenading them until they started to disa...
- Fri May 06, 2016 9:52 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 80052
Re: Friday Facts #137 - The release scarecrow
Sometimes I wonder if this game is really about building huge factories and expanding/optimizing/planning their efficiency anymore. I think if loader made it into the game 95% of the base would be made only of solar panels and 4% or roboports, no hate or sth but Factorio future is kinda grim. At lea...
- Wed May 04, 2016 2:56 pm
- Forum: Mods
- Topic: [MOD 0.12.24]Combat Trains
- Replies: 6
- Views: 13039
Re: [MOD 0.12.24]Combat Trains
It seems this mod is abandoned but it didn't stopped me anyways from trying to edit it. http://images.akamai.steamusercontent.com/ugc/493519287283558801/1EF936103A57349BD76B66BA35C77916C58BD2E3/ Looks way better and more immersive, there are some problems with models transparency because turret vani...
- Sat Apr 23, 2016 5:31 pm
- Forum: News
- Topic: Friday Facts #135 - Getting Organized
- Replies: 60
- Views: 35442
Re: Friday Facts #135 - Getting Organized
I just hope his reach is as long as the laser turret. Otherwise you wouldn't need a pipe to maintain it, also that huge barrel. I mean that barrel is huge, its gonna spit liquid for a long distance.
Speaking off flamethrower weapon could use some love too, some buff maybe.
Speaking off flamethrower weapon could use some love too, some buff maybe.
- Wed Apr 06, 2016 11:58 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 117637
Re: [MOD 0.12.20+] Misanthrope 0.3.6 -- Better Biter Mechanics
Worse is you have a long railways and biters break it every time you rebuild them, with no real ways to defend against its annoying as heck. If we have a wagon gun turrets with wagon-roboports or locomotive-track-fixer it would be nice. There are mods yeah, but not everyone likes to use them, especi...
- Wed Apr 06, 2016 11:48 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227507
Re: Friday Facts #128 - Back down to earth
Definitely no. It removes the entire fun of designing and planning your factory. Definitely yes. It removes the entire hassle of inserters being too slow for late game use and makes belts more fun to use. Usually stuff like this renders the previous tech/items useless and outclassed. And I don't wa...
- Sat Apr 02, 2016 9:02 pm
- Forum: Mods
- Topic: [MOD 0.12.24]Combat Trains
- Replies: 6
- Views: 13039
Re: [MOD 0.12.24]Combat Trains
Tested this, absolutely nice. But there are few problems. *First the gun turret sprite seems to overlap with train wagon texture. *Trying to manually put ammo is kinda tricky at the beginning but it works once you figure it out, highlight area is too small. You mentioned it already so its alright, n...