Search found 27 matches
- Sun Dec 15, 2024 12:56 pm
- Forum: Not a bug
- Topic: [2.0.23] Nutrients from spoilage recipe doesn't show "Made in" info in tooltip, but it can't be made everywhere
- Replies: 2
- Views: 393
[2.0.23] Nutrients from spoilage recipe doesn't show "Made in" info in tooltip, but it can't be made everywhere
It can't be made in Assembling machine 1 (which is weird on it's own) - which is a useful thing to know... When I noticed recipe is missing after building assembler I simply assumed that it can only be made in Biochamber and I have to keep nutrients loop running or the whole factory stops with no ...
- Mon May 15, 2017 5:26 pm
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 9544
Re: Fire, Trees, Grenades
Heh. Only issue is that it takes 3 grenades, 2 with one upgrade, and one once you get to +100% damage.
Gotta have enough grenades to keep up.
Cluster grenades do a much better job, but are expensive-ish. Well, more time consuming, actually.
Since I had to automate grenade crafting early in 0.15 ...
Gotta have enough grenades to keep up.
Cluster grenades do a much better job, but are expensive-ish. Well, more time consuming, actually.
Since I had to automate grenade crafting early in 0.15 ...
- Mon May 15, 2017 5:18 pm
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 9544
Fire, Trees, Grenades
When you start putting fire out with grenades...
( I just had to share it... When I started cutting trees whit grenades it was like 'well... this is absurd'. But being grenade-throwing-fireman is a next level of absurdity oO )
https://steamuserimages-a.akamaihd.net/ugc/834701066128983078 ...
( I just had to share it... When I started cutting trees whit grenades it was like 'well... this is absurd'. But being grenade-throwing-fireman is a next level of absurdity oO )
https://steamuserimages-a.akamaihd.net/ugc/834701066128983078 ...
- Fri Nov 18, 2016 6:53 am
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 22933
Re: What's the player's name?
It's always been my impression that the game deliberately sets up a featureless protagonist, an ambiguous person in a suit that's strongly implied to be you personally. Put another way, there isn't actually a player character ; the outfit in the center of the screen contains the player him/herself ...
- Tue Mar 29, 2016 12:55 pm
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 13618
Re: Passive providers chests are useless when you get them
It's like this: "here have some logistic robots, and new chest which won't work until you get requester chest that will cost 3 times more packs to research than robots and you need blue packs now too. your robots kind of suck without them too. why this way? because we don't like your face."
IMHO ...
IMHO ...
- Thu Mar 24, 2016 7:11 am
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 13618
Re: Passive providers chests are useless when you get them
Things to do with only passive provider chests:
Supply repair packs to fix biter damage to walls
Supply walls when the biter damage was really quite severe
Supply turrets when whoops, I didn't think the biters would come from that direction
Supply solar panels + accumulators + power poles to ...
Supply repair packs to fix biter damage to walls
Supply walls when the biter damage was really quite severe
Supply turrets when whoops, I didn't think the biters would come from that direction
Supply solar panels + accumulators + power poles to ...
- Wed Mar 23, 2016 5:45 pm
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 13618
Passive providers chests are useless when you get them
It's like this: "here have some logistic robots, and new chest which won't work until you get requester chest that will cost 3 times more packs to research than robots and you need blue packs now too. your robots kind of suck without them too. why this way? because we don't like your face."
IMHO ...
IMHO ...
- Mon Mar 21, 2016 8:05 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26807
Re: Overpowered strategies
I cant agree more. Factorio is a great game but I wonder why there are a lot good games out there with VERY POOR balancing and finesse in its math and game mechanics. Factorio is such a game. Well, factorio has good game mechanics, but they were not thought through completly in a lot of aspects. I ...
- Fri Mar 18, 2016 8:23 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26807
Re: Overpowered strategies
If you look at the approximated math above you see that if we are using reasonable amounts of recharge cycles for a battery then the throughput limit would mostly only target endgame players, which by that point should have enough knowledge of the game to circumvent the problem.
The average player ...
The average player ...
- Fri Mar 18, 2016 7:59 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 15878
Re: Gun turrets working without eletricity
20kW is an incredibly small price to pay per turret (the specific value is up for debate though), and chances are you'll already have power poles in place for the inserters that put ammo in the turrets.
So why introduce it then? I mean, it won't really make turret creep much harder (only a bit ...
So why introduce it then? I mean, it won't really make turret creep much harder (only a bit ...
- Fri Mar 18, 2016 5:15 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 15878
Re: Gun turrets working without eletricity
Having to mix turret and panel placement is a lot harder than spamming a bunch of turrets, bearing in mind you'll have to place a power pole to connect the turrets. Either way, it makes it harder to use a strategy which is arguably broken.
You could use blueprints, but you can do that already with ...
You could use blueprints, but you can do that already with ...
- Fri Mar 18, 2016 10:36 am
- Forum: Ideas and Suggestions
- Topic: Reducing the number of keys that are needed to play the game
- Replies: 7
- Views: 4811
Re: Reducing the number of keys that are needed to play the game
There were already topic about that:
https://forums.factorio.com/viewtopic.php?f=80&t=307
and also: https://forums.factorio.com/viewtopic.php?f=69&t=17126
Yeah but it's not only about controller support, but reducing amount of necessary keys in general. Things like tech tree, production statistic ...
https://forums.factorio.com/viewtopic.php?f=80&t=307
and also: https://forums.factorio.com/viewtopic.php?f=69&t=17126
Yeah but it's not only about controller support, but reducing amount of necessary keys in general. Things like tech tree, production statistic ...
- Fri Mar 18, 2016 7:35 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26807
Re: Overpowered strategies
I believe that batteries needing replacement would mean that if you have power problems because you run out of batteries and you are not producing them fast enough... then... you are dead or have to destroy half of power poles to get it working again.
With steam you only need to supply coal to ...
With steam you only need to supply coal to ...
- Fri Mar 18, 2016 4:50 am
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 15878
Re: Gun turrets working without eletricity
The thing is you need at least some way to defend your base even in case of power shortage. Laser will not work without current, but I think it's OK for gun turrets (I agree, not realistic, but acceptable gameplay wise).
Perhaps they should have a decently large power storage and a small but ...
Perhaps they should have a decently large power storage and a small but ...
- Thu Mar 17, 2016 9:20 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26807
Re: Overpowered strategies
How about reworking accumulators as incredibly polluting (say, each one is the equivalent of 4 or 5 coal furnaces or boilers), so that using a tonne of them has the major downside of taxing your construction robot repair teams and laser power usage through constant attacks?
Wouldn't that lead to ...
Wouldn't that lead to ...
- Thu Mar 17, 2016 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Reducing the number of keys that are needed to play the game
- Replies: 7
- Views: 4811
Re: Reducing the number of keys that are needed to play the game
I don't think its a wise idea to use a controller with a game such as Factorio at all, although it may be possible via controller button combinations, also the game already has a Production Statistic menu, can be accessed by pressing "P", the "E" key is already taken up by the Inventory, as for ...
- Thu Mar 17, 2016 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Reducing the number of keys that are needed to play the game
- Replies: 7
- Views: 4811
Reducing the number of keys that are needed to play the game
One of the things I tried to do after playing this game for a while was to use my Steam Controller to get it running - I gave up after a while since I would have to actually choose between being able to fight and being able to build. Also it takes quite a while to get used to in-game controls (from ...
- Thu Mar 17, 2016 3:58 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 240844
Re: Solar panels less of a no-brainer
You seem to hate complexity, but its the single best selling point of this entire game.
I don't hate complexity. But I also don't believe that more is always better, especially when you are still getting grasp on things. Solar panels weren't easy for me when I was starting to play the game (it ...
I don't hate complexity. But I also don't believe that more is always better, especially when you are still getting grasp on things. Solar panels weren't easy for me when I was starting to play the game (it ...
- Thu Mar 17, 2016 2:20 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 26807
Re: Overpowered strategies
For me it's very satisfying to automate something in a way that doesn't require my further attention. I'm not sure if solving one problem should make things worse because solution creates even bigger problem. That would simply feel wrong. Problems should come from outside (for example from biters ...
- Thu Mar 17, 2016 2:03 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 240844
Re: Solar panels less of a no-brainer
tbh that's what you basically do with all the rest of the game : fiddle some hours until you find a layout that suits you, blueprint it, and after it's just click, click, you're done.
Why should energy production be so different ?
Every other chunk of the game, once automated, leads on to harder ...
Why should energy production be so different ?
Every other chunk of the game, once automated, leads on to harder ...