Search found 952 matches
- Wed Nov 20, 2024 7:57 am
- Forum: Combinator Creations
- Topic: Anti-spoiling belt terminator.
- Replies: 5
- Views: 798
Re: Anti-spoiling belt terminator.
Could you explain why you want to do that? What is the issue with having two instances of spoilage at the end of the belt? Or is it just an aesthetic thing? Yes. I actually have very few places where nutrients "just end." The Gleba philosophy is all about keeping everything flowing and en...
- Tue Nov 05, 2024 9:00 am
- Forum: Combinator Creations
- Topic: Anti-spoiling belt terminator.
- Replies: 5
- Views: 798
Anti-spoiling belt terminator.
On Gleba there's this issue, where inserters refuse to take from the end of a belt, particularly exacerbated by using Stack Inserters, here's a screenshot: spoilage makes me sad.jpg I've circled the nutrient stacks which the inserter prefers to take from and x'd the ones it refuses to take. Changing...
- Wed Jul 31, 2019 8:01 am
- Forum: Off topic
- Topic: How to get a job in the games industry?
- Replies: 13
- Views: 11502
Re: How to get a job in the games industry?
Wow, you're the guy Yup. And launched the FreeAC => Stella Polaris project ? Did it use Lua/Allegro/C++ like 0.16 Factorio ? Alas it never happened. Partly because I fell into a deep pit of depression during that part of my life and dropped off of Apolyton, until re-emerging a few years later with ...
- Thu Jul 25, 2019 9:14 pm
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 18745
Re: When do YOU give up and start fresh?
I normally restart once I have nuclear weapons. I play Deathworld, sometimes Marathon Deathworld, a fair bit. So unlocking Nukes is pretty much winning the game, there's nothing left to do in terms of enhancing the players ability to exterminate the Biters (well except Artillery, but that's so imper...
- Tue Jun 25, 2019 8:23 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 10841
Re: Module Production: To beacon or not to beacon?
It would be interesting to see the math for speed module 1 or 2. When using speed1, two speed 1 module, multiplied by a beacon to effect 8 assemblers, and with effect halved, is effectively providing a cumulative 160% speed boost, that is it is equal to 1.6 of the machines it is boosting. So if a B...
- Thu May 16, 2019 2:53 pm
- Forum: Off topic
- Topic: How to get a job in the games industry?
- Replies: 13
- Views: 11502
Re: How to get a job in the games industry?
Modding is a good way to get a foot in the door, but you obviously have to make a high quality and popular mod. Game companies often employ modders (i.e. for expansion packs) because the modders already know how to work with their systems and have proven skills. I worked for Firaxis Games on Civiliz...
- Wed May 08, 2019 9:37 pm
- Forum: Balancing
- Topic: "Laser speed" - bit overkill?
- Replies: 12
- Views: 4960
Re: "Laser speed" - bit overkill?
Flamethrower turrets also have quadratic damage scaling. Each flame damage upgrade applies a damage buff to all fire weapons including flame turrets, and a second damage buff specifically to flame turrets, so the flame turrets get buffed twice, multiplicatively, and they end up dealing truly obscene...
- Mon May 06, 2019 8:41 am
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 13650
Re: Scale worker robot speed research
I kind of agree that it'd be nice to have a efficiency improvement on the higher level speed techs, it doesn't have to be a huge amount. -5% per infinite robot speed would be "throwing a bone" without really solving the problem, so that'd good if the problem should stay a problem but becom...
- Fri May 03, 2019 12:53 pm
- Forum: General discussion
- Topic: Advice needed : Trains, biters & lasers
- Replies: 13
- Views: 10380
Re: Advice needed : Trains, biters & lasers
am curious if there is any kind of weapon (short of nuclear bombs) that can take out spitters before they get into range to cause damage. I am not a fan of nukes, even if in-game there is no pollution from the explosions. (Assuming all military techs before Space Science) Mix a few Gun Turrets firi...
- Tue Apr 16, 2019 6:31 pm
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 23592
Re: Are Bitters unnecessary?
In my mind the basic purpose of the biters is to allow the player to be evil, though it is made palatable by the biters seeming disgusting to our human sensibilities. I mainly play on Deathworlds and essentially run a military-industrial complex, the purpose of the industry is to power the war machi...
- Tue Apr 16, 2019 10:12 am
- Forum: General discussion
- Topic: Exploring is a mistake...
- Replies: 7
- Views: 3745
Re: Exploring is a mistake...
It's worth noting that any chunk which has pollution automatically comes into existence whether or not you have explored it.
- Tue Apr 16, 2019 10:06 am
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 7653
Re: Minimal nuclear power for artillery outpost?
Train tracks and signals can get attacked now? I thought they were supposed to be immune to attacks because they don't block enemy movements. There are two circumstances where they will take damage. The first is splash damage from acid spitballs which were aimed at something else (i.e. a train), Sp...
- Sun Apr 14, 2019 12:03 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 18336
Re: A Deeper Look into Combat Robotics
At the moment I think the following weapons are correctly balanced, with PLD being a top-tier weapon but not disporprinate to other top-tier weapons: Flamethrower Rocket Launcher (all ammo types) Personal Laser Defense Tank Cannon firing Explosive shells The following are okay because they aren't me...
- Fri Apr 12, 2019 10:43 am
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 38657
Re: Shotgun is embarrassingly bad right now
I updated my [mod](https://mods.factorio.com/mod/MakeTheShotgunGreatAgain) again, with the follow changes: Regular Pellets: 5 -> 8 damage : to improve dps and armor-pierce, put on-par with piercing ammo, keep up with evolution on marathon Piercing Pellets: 8 -> 16 : to improve dps and armor-pierce, ...
- Thu Apr 11, 2019 6:21 am
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 9966
Re: Danger Will Robinson, Danger!!! 0.17 Trains
This is a screenshot taking while using a mod that displays damage numbers. Could you link to this mod? I couldn't find it with a number of searches of the mod database. It's one of those hacked together things: https://forums.factorio.com/viewtopic.php?p=367915#p367915 If I'm understanding your po...
- Wed Apr 10, 2019 5:14 pm
- Forum: General discussion
- Topic: Turret creep hypocrisy
- Replies: 4
- Views: 3070
Re: Turret creep hypocrisy
lol artillery turrets are like turret creep that holds your hand
- Wed Apr 10, 2019 7:47 am
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 9966
Re: Danger Will Robinson, Danger!!! 0.17 Trains
I don't believe the overspeed hypothesis has merit either, though remember that the speed lost per collision should be approximately proportional to the square root of the speed, so a fast-moving train won't lose as much speed as a slow-moving one. For cars and tanks the damage is proportional to v...
- Sun Apr 07, 2019 9:51 pm
- Forum: Balancing
- Topic: Early massive biter attack
- Replies: 27
- Views: 15371
Re: Early massive biter attack
I find that most of the default settings are fine (though I tend to reduce the chances for resources, a la rail world), except for one : starting area size. Agreed. I clearly remember back when I was a little baby nublet at factorio and venturing out of the safety of the starting area I was scared ...
- Sat Apr 06, 2019 9:04 pm
- Forum: Gameplay Help
- Topic: Early game big worms
- Replies: 3
- Views: 2388
Re: Early game big worms
With their 10 armor, your two best options are: 1. Grenades 2. Piercing ammo fired from a turret with all the pre-military projectile damage upgrades (11.5 damage/bullet). Try and distract the Big Worm by dancing in front of the turrets. For future reference, it's not a bad idea to drop a turret on ...
- Sat Apr 06, 2019 8:55 pm
- Forum: Balancing
- Topic: Early massive biter attack
- Replies: 27
- Views: 15371
Re: Early massive biter attack
Also had something like this: was on Deathworld but nevertheless seemed excessive for the first attack. https://i.imgur.com/AL0GLRa.jpg Note how many are streaming in, all in all there are roughly 200. It's not an unbeatable scenario with the brave strategy of bravely running away, but eh, it's a lo...