Thx for the hard work, I am really exited to play the dlc ^^
I hope that somedays solar will be finally nerfed (or need some expensive resource) so that the player is forced (at least temporarily) to use nuclear power instead of just placing cheap solar panels on mass..
Search found 15 matches
- Fri Oct 18, 2024 12:50 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 38242
- Sun Sep 22, 2024 3:44 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 52055
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Finally some real new enemy - Thanks a lot!!
Would be fun if normal worms can somehow evolve to a smaler version of this on nauvis and it would be really awesome if you can play agains a "real" enemy who actually claim territories/ressources.
Can you please add more parameters to the maps settings ...
Would be fun if normal worms can somehow evolve to a smaler version of this on nauvis and it would be really awesome if you can play agains a "real" enemy who actually claim territories/ressources.
Can you please add more parameters to the maps settings ...
- Fri Sep 13, 2024 1:56 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 25242
Re: Friday Facts #428 - Reactor & Logistics circuit control
Since we have a lot of logistic changes, are there any chances of seeing logistic gun turrets?
The main reason why gun turrets fall of in late/post game to me is that supplying them becomes an unjustifiable hassle. Flame throwers just requires pipes and are well worth it. Laser turrets just ...
- Fri Sep 13, 2024 12:34 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 25242
Re: Friday Facts #428 - Reactor & Logistics circuit control
With the new fluid system and these changes reactors become a little bit easy. For a „compensation“ could they make booom reaching 1000°C ? Or reducing health at a rate faster than possible repairing?
Vanilla reactors are sadly always not challenging / almost boring tbh..
If they get too hot ...
- Fri Sep 13, 2024 12:17 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 25242
Re: Friday Facts #428 - Reactor & Logistics circuit control
Hi,
any chances to add something like circuit boards / breadboards where you can virtually place the circuits, so it isn't always a mess (wires) when it gets more complicated?
Would make it also easier to copy / exchange circuite configurations.
Thanks for the hard work and updates!
any chances to add something like circuit boards / breadboards where you can virtually place the circuits, so it isn't always a mess (wires) when it gets more complicated?
Would make it also easier to copy / exchange circuite configurations.
Thanks for the hard work and updates!
- Mon Jul 29, 2024 4:18 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
Tbh I don't know how the logic works of computing the electricity works but I suggested to somehow
force the player to split the energy network, e.g. via needed transformers or big electric fuses (like https://mods.factorio.com/mod/PowerOverload).
The idea would be that If you have then more than ...
force the player to split the energy network, e.g. via needed transformers or big electric fuses (like https://mods.factorio.com/mod/PowerOverload).
The idea would be that If you have then more than ...
- Sat Jul 27, 2024 5:53 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
That's okay, I was just wonderingThey do.
But the answer is not always "Yes".

- Sat Jul 27, 2024 4:06 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
I am not sure if devs are reading the forums, I am very rarely posting something here.
Regarding robo ports I would love to finally see something like selectable robo port channels.
This would make things a lot easier if you want to build a sub network.
I usually use custom made city blocks where ...
Regarding robo ports I would love to finally see something like selectable robo port channels.
This would make things a lot easier if you want to build a sub network.
I usually use custom made city blocks where ...
- Sat Jul 27, 2024 5:00 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
I think one main issue/bug that causes long travels of robots is that logistic robots always try to stack things up first, instead of using the next "possible" storage.
i wonder if a possible solution to this, would be to have bots just dump things in whichever chest is closest, but have a ...
- Fri Jul 26, 2024 11:56 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
Related screenshot:
https://i.imgur.com/NMLGJVt.jpeg
[/quote]
Hi,
how about to force a split of the electric network by vanilla?
E.g.: You need transformers which can only provide an specific amount of electric power.
Therefore you have to build a network of transformers connected by big power ...
https://i.imgur.com/NMLGJVt.jpeg
[/quote]
Hi,
how about to force a split of the electric network by vanilla?
E.g.: You need transformers which can only provide an specific amount of electric power.
Therefore you have to build a network of transformers connected by big power ...
- Fri Jul 26, 2024 11:24 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 29587
Re: Friday Facts #421 - Optimizations 2.0
I think one main issue/bug that causes long travels of robots is that logistic robots always try to stack things up first, instead of using the next "possible" storage.
Imagine there are 2 storage chests (yellow) with an active filter on wood.
One beside you and one at the end of the map with 1 ...
Imagine there are 2 storage chests (yellow) with an active filter on wood.
One beside you and one at the end of the map with 1 ...
- Sat Jun 22, 2024 10:14 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124137
Re: Friday Facts #416 - Fluids 2.0
I know most of us are using mods for that but it would be really nice if you can also focus a little bit on the endgame / megabase, because in the end you want multiple big storages of liquids and hundredts of liquid storages have an noticable impact on the UPS.
It would be nice if you can add ...
It would be nice if you can add ...
- Fri Sep 01, 2023 11:20 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 79328
Re: Friday Facts #374 - Smarter robots
Hi,
very nice update, finally the robots get smarter, which was really annoying tbh.
The biggest problem for me was that the robots always ignored the nearest filtered storage chests (same type and smaler distance),
because they always prefer chests which already have one item of the same type ...
very nice update, finally the robots get smarter, which was really annoying tbh.
The biggest problem for me was that the robots always ignored the nearest filtered storage chests (same type and smaler distance),
because they always prefer chests which already have one item of the same type ...
- Sat Feb 27, 2021 12:06 am
- Forum: Duplicates
- Topic: Shooting freezes screen
- Replies: 3
- Views: 4581
Re: Shooting freezes screen
@Loewchen
So is there a feature / bug request to solve this problem?
I also don't have any lags except I press the space / shoot button.
I am also not really sure if this is really ralted to the latency, because if you hold the fire button while shooting rockets to a target I don't have that issue.
So is there a feature / bug request to solve this problem?
I also don't have any lags except I press the space / shoot button.
I am also not really sure if this is really ralted to the latency, because if you hold the fire button while shooting rockets to a target I don't have that issue.
- Fri Feb 26, 2021 11:27 pm
- Forum: Duplicates
- Topic: Shooting freezes screen
- Replies: 3
- Views: 4581
Shooting freezes screen
Hi,
evrytime you press space for shooting in multiplayer, the screen freezes for some frames while moving forward.
You can reproduce this bug if you run in one direction, while pressing the space bar multiple times.
Can you please fix that, because it's very annoying in combat situations?
Thx and ...
evrytime you press space for shooting in multiplayer, the screen freezes for some frames while moving forward.
You can reproduce this bug if you run in one direction, while pressing the space bar multiple times.
Can you please fix that, because it's very annoying in combat situations?
Thx and ...