Search found 41 matches
- Wed Jan 09, 2019 10:42 am
- Forum: General discussion
- Topic: Multiplayer Teams
- Replies: 6
- Views: 2884
Re: Multiplayer Teams
Look at the Wiki for Console Commands. There you can find how to create a new force, forces are teams in the game. Each force has a seporate reserch tree and vision. Turrets will shoot other forces as well. You can set forces to be "peaceful" with one another (you will have to do it for ea...
- Thu Jan 03, 2019 9:53 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 40285
Re: Did no one else notice massive nerf of tank in 0.17?
If you used the tank for the MG, then you were using the tank all kinds of wrong. You use the tank for the damn cannon, with explosive shells and enough upgrades you can wipe out a base in 1 or 2 shots in most cases. Only then needing to use the MG for mop up. Add in the fact that your personal defe...
- Wed Jan 02, 2019 4:49 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 41086
Re: The Problem With Pickaxes - Digging Out Factorio's Core
The OP kinda missed something there when saying the game "betrays" you when you get a "free" upgrade on something. The toolbelt upgrade I can see being changed to something you have to craft and equip (call it a toolbelt slot). However with things like Inserter upgrades, or laser...
- Mon Dec 31, 2018 5:31 am
- Forum: General discussion
- Topic: What about a subscription model for Factorio starting with 0.18?
- Replies: 43
- Views: 11848
Re: What about a subscription model for Factorio starting with 0.18?
Simple Answer: No Long Answer: HELL FUCK NO! Factorio is running the "business" model, if you want to call it that, of how games actually are. The ones that are NOT online games that is. Those AAA titles ect that you buy once and can play forever. Yet those games are making millions of dol...
- Sat Dec 29, 2018 8:45 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176450
Re: Friday Facts #275 - 0.17 Science changes
Great FFF, but just one thing. Military Science. Grenades are rarely used....like if you wanted to change the recipe to reflect USEFUL things, grenades are not one of them. They are far too clumsy to be useful in combat at all, and while good for clearing trees its very wasteful. Burning trees is mo...
- Sat Jun 09, 2018 12:48 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 68773
Re: Friday Facts #246 - The GUI update (Part 3)
I love even the mockups of the UI....hell even if they are "WIP" they look amazing....I want!
- Fri Apr 20, 2018 1:59 am
- Forum: General discussion
- Topic: what's your style of playing the game?
- Replies: 23
- Views: 13276
Re: what's your style of playing the game?
I go for Rail-world when I can. I love trains.
Research and Power are the only things that still survive in the starting area, everything else gets split out into their own "towns/bases".
Research and Power are the only things that still survive in the starting area, everything else gets split out into their own "towns/bases".
- Wed Apr 18, 2018 7:06 am
- Forum: General discussion
- Topic: Help - Should I be using flamethrower?
- Replies: 33
- Views: 14509
Re: Help - Should I be using flamethrower?
so note, you CAN use pure flame turrets, but you have to make your wall thick enough to cover the min range. Then just set them about 1 or 2 spaces apart, and watch the burning glowing fun
Otherwise, ya Gun - Flame - Gun works wonders.
Otherwise, ya Gun - Flame - Gun works wonders.
- Tue Apr 17, 2018 1:52 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 34415
Re: Factorio should have DLC.
What would a DLC even look like for Factorio? The game itself is nearly perfect, there is very little they could add without doing something un-necessary. However two ideas do come to mind. Space and Underground addons. After factorio 1.0 (and some updates after) I would like to see a DLC that first...
- Tue Apr 17, 2018 1:29 am
- Forum: General discussion
- Topic: Remove Blueprint Importing?
- Replies: 27
- Views: 14043
Re: Remove Blueprint Importing?
I am accustomed to the times before BP's could be imported, or even existed. As such I have most of my deigns memorized and know exactly how to place them every time, spacing and all. I could BP them, but I don't as I usually see BP's as something for the later game when you have bots to build the B...
- Sat Jan 13, 2018 8:16 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425111
Re: Friday Facts #225 - Bots versus belts (part 2)
Bots have always been good for short range transport, Ergo, your base. They suck at med to long range for transport, as such, even in the late game Belts are still good (and modded belts stay relevant vs bots even (aka Bobs or 5dim's belts)). Bots are good for inside the base, but as the base grows ...
- Mon Oct 23, 2017 7:33 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 42548
Re: Underground belt lane splitting, anyone else hate it?
I actually agree with the OP on this. Using an underground belt to split mixed belts does feel a bit gimmicky. Also agree on the solution having Splitters have an option for doing just that, having a switch on them for either normal operations (aka like how they work now) or split operations, meanin...
- Tue May 16, 2017 6:11 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 40567
Re: Friday Facts #190 - The quiet days
Automated Combat Found this lovely mod a while back https://mods.factorio.com/mods/kyranzor/robotarmy Pretty much automates combat for you, the robots are fun and do a good job at keeping the biter bases far away. Endgame the rocket and flamer bots are good at taking out even the largest of bases, a...
- Wed Oct 05, 2016 11:43 am
- Forum: General discussion
- Topic: "Paving the ground is like Herpes"
- Replies: 9
- Views: 7410
Re: "Paving the ground is like Herpes"
paving should give better performance, not worse, since it removes the brush that is the root cause of most major performance issues. Paving is important for the base, makes it better to move around. Besides, the absorption of the tiles is already dead the moment you place an assembler down. Use the...
- Wed Oct 05, 2016 11:38 am
- Forum: General discussion
- Topic: Items per second in tooltip?
- Replies: 4
- Views: 2733
Re: Items per second in tooltip?
Items per second on what? Belts? Trains? Assemblies? Altogether? I would assume he is talking overall. So say you have multiple assemblers making gears, you would then be able to see your items per a second production when mousing over the assembler, or having the number be below the icon in detail...
- Thu Sep 29, 2016 11:41 pm
- Forum: Balancing
- Topic: The personal laser defense
- Replies: 33
- Views: 17897
Re: The personal laser defense
Capsules, who uses them? Capsules are NASTY. Poison capsules are basically a low tech super grenade, and bots will wipe the map at high levels. Don't bash on them just because they're tricky to initially build. its not the building part, its the deploying/using them part that is annoying while driv...
- Thu Sep 29, 2016 11:31 pm
- Forum: Balancing
- Topic: Landfill and Stone Gathering
- Replies: 5
- Views: 3128
Re: Landfill and Stone Gathering
First thing you should do before seriously starting on your factory is drop a radar. They're cheap and will immediately scan a good distance so you can plan your layout. Landfill then becomes useful if you need to squeeze in a few extra advanced circuit assemblers or something but you don't need to...
- Thu Sep 29, 2016 8:37 pm
- Forum: Balancing
- Topic: Rail Balancing
- Replies: 13
- Views: 5290
Re: Rail Balancing
So WHY does rail actually need to be more expensive? Just because a high resource game CAN pay it, doesn't mean it is a good idea for all situations. Because for a system that gives you so much in return and it's too cheap to make. You shouldn't be able to spend so little resources in order to get ...
- Thu Sep 29, 2016 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Train Full Cargo - Mixed loading
- Replies: 8
- Views: 7946
Re: Train Full Cargo - Mixed loading
Use Filter Inserts. 3 set to stone 3 set to copper if unloading on one side only, or just do another set 6 on the other side. That is how I do my stations that load up multiple items. Same for unloading as well.
- Thu Sep 29, 2016 7:07 pm
- Forum: Balancing
- Topic: Concrete Recipe
- Replies: 11
- Views: 6368
Re: Concrete Recipe
Agreed it is.henke37 wrote:Changing iron ore to steel is a rather large change, since it is a decent hassle to produce steel.
as for the OP ya, it should be 10 stone but instead of 1 steel, like 5 iron plate instead instead of just ore.