Search found 24 matches

by Luaan
Sun Sep 17, 2023 9:23 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 82147

Re: Friday Facts #376 - Research and Technology

Ah, nullius type rech unlocks. Very nice. That actually helped keep that game's massive number of tech tiers under control. However, I still don't feel quality is right, and you still should have alternate recipes instead. But more of a substituting ingredients thing, using a red circuit instead of...
by Luaan
Sat Mar 02, 2019 7:01 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.4] Too many biters for game to handle
Replies: 3
Views: 3203

Re: [0.17.4] Too many biters for game to handle

Yeah, they normally create these large clusters while they're still preparing for the attack. When you pollute enough, the newly spawned ones on the outside are blocking the ones ready to attack on the inside. I still get about 200 biters per minutes despite these clusters, but it seems that those c...
by Luaan
Fri Feb 22, 2019 6:24 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 171378

Re: Friday Facts #283 - Prepare to Launch

It feels like you may have overdid that fix to the biter belt exploit - blue belts barely slow them down, which doesn't quite fit how much of an effect belts have on the player character. That said, I've only ever used it in the most hard-core emergencies - as already mentioned, they're quite ugly, ...
by Luaan
Sat Oct 27, 2018 7:39 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 239979

Re: Friday Facts #266 - Cleanup of mechanics

If the motivation for changes is to make entry level simpler, I get it. Just look at the Steam achievement percentages to see the low proportion of people who stick with the game. Do you really think that 55% people getting all the way to oil processing is a bad number? What games are you comparing...
by Luaan
Sat Jul 21, 2018 6:31 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 48268

Re: Friday Facts #252 - Sound design & Map editor

I enjoy the map editor very much, and especially the multiplayer capability. Have you guys given 'triggers' or similar functionality or some other scripting any thought? I've spent several years in the wc3 map editor and would love it if factorio got something similar Factorio is something like 98%...
by Luaan
Sat Jun 16, 2018 9:41 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 69314

Re: Friday Facts #247 - Pricing and its exploits

I don't think Factorio is in much of a danger. The top-down perspective gives many opportunities you just don't get in a first-person game, and building a nice and clean base is much easier in a grid-based system than on "freeform". And yes, I'm pretty worried about the performance too. Th...
by Luaan
Fri Apr 20, 2018 9:16 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1099140

Re: [0.16] Sea Block Pack 0.2.6

Oh! You can also crush the geodes before dissolving them, which also gives you crushed stone. Yeah, never dissolve geodes directly, it just isn't worth it. If you go on power efficiency, geodes are the way to go overall. Both crushed stone/mineralized water and slag slurry production is way more ef...
by Luaan
Sun Apr 01, 2018 1:33 pm
Forum: Angels Mods
Topic: My first bobs+angels game, frustrated by green scien
Replies: 21
Views: 10988

Re: My first bobs+angels game, frustrated by green scien

Things I plan to do with green science before I need to start mining tin or lead, roughly in order: Toolbelt Electric energy distribution Steel furnaces Concrete Inserter capacity bonus Gun turret damage Reinforced concrete walls and that's just the stuff I already know about from the base game; th...
by Luaan
Sat Mar 24, 2018 8:50 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 58298

Re: Friday Facts #235 - 0.16 stable

Careful with the recipe tree. Don't forget that some mods give many different recipes with the same results - showing the whole paths all at once would be crazy. "What it's made for", sure - that'd be great. But do try how well the changes work with something like Bob's+Angel's mods. Fluid...
by Luaan
Wed Feb 14, 2018 10:55 am
Forum: Balancing
Topic: Flamethrowers maybe need a 'slight' debuff? also, mines
Replies: 3
Views: 3695

Re: Flamethrowers maybe need a 'slight' debuff? also, mines

There's two reasons for Flamethrowers - to combat enemy resistances, and to combat large mobs of biters. Until you get to depleted uranium ammo, gun turrets have a very hard time killing bigger biters, and cost tons of materials to support. But you certainly still need the gun turrets - my perimeter...
by Luaan
Fri Apr 15, 2016 2:20 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 40008

Re: Friday Facts #134 - Signal placement indicator

The first thing on my mind while reading this was "I wonder how many people will come and say that illegal signals are essential in their build". And then I realized there are legitimate (ab)uses of illegal signals. Preventing placement of illegal signals makes sense (though don't forget t...
by Luaan
Fri Feb 13, 2015 8:24 pm
Forum: News
Topic: Friday Facts #73 - Minds versus bytes.
Replies: 63
Views: 47047

Re: Friday Facts #73 Minds versus bytes.

Looks great :) I wouldn't go with the Space Run thingy, though. At best, you'll make a mini-game which is completely different from the rest of the game. So you play your game for hours, and for the grand finale, you get to play... a different game. The basic idea is really nice, but if you want to ...
by Luaan
Wed Jul 09, 2014 5:59 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 130824

Re: Railroad

For the robot integration, check out the logistic wagons mod, it works quite well. It also massively simplifies building tracks through forests - I carry a ton of construction bots and a deconstruction planner, and they cut the trees and store the wood in another wagon. And of course, I can build a ...
by Luaan
Wed Jul 02, 2014 9:00 pm
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 40474

Re: Laser Turrent need upkeep

I know, they aren't comparable with ammunition 1:1. Though in some way having to expand and defend the land area for the accumulators is an extra investment one doesn't need (as much) with projectiles. Well, accumulators don't attract biters, so it's quite trivial to build huge farms of them. But t...
by Luaan
Wed Jul 02, 2014 8:54 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 65585

Re: Supression of the size shift of electric furnaces

Well, since we're talking about different play styles... I stay with coal-powered furnaces the whole game. Electric furnaces are handy, but I only use them in places in which I want smelting capability, but don't want to build a full fledged ironworks with a dedicated coal supply line. I build my fa...
by Luaan
Sun Jun 22, 2014 5:41 pm
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 32793

Re: Friday Facts #39

Thourion wrote:... the time it takes to transfer there...
Oh, by all means, I wasn't suggesting switching over :) The current engine works quite well, and it does allow an interesting level of freedom.
by Luaan
Sat Jun 21, 2014 6:42 am
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 32793

Re: Friday Facts #39

Unity would crumble under the weight of 1000000 GameObjects for sure. Which is kinda sad really :( Well, you always have a lot of tricks to help. And in the end, you could hack together something that pretty much bypasses Unity altogether - but then again, why? :D I've tried Unity for a while. But ...
by Luaan
Wed Jun 11, 2014 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] train shows on map on diagonal tracks only
Replies: 4
Views: 1773

Re: [0.10.0] train shows on map on diagonal tracks only

This would be extremely helpful, especially given how often the trains get stuck on more complicated designs.
by Luaan
Wed Jun 11, 2014 6:16 pm
Forum: Balancing
Topic: More durability for building machines
Replies: 1
Views: 5768

Re: More durability for building machines

Well, if they didn't, it would be your car that would break :D

In any case, the solution is rather easy - build your bases in a way that makes it easy not to hit anything with a car :P
by Luaan
Wed Jun 11, 2014 6:14 pm
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 25578

Re: "Free belt system" versus "belt circuit"

A chunk removes 0.6 pollution per tick. This means for the belts to add pollution to the chunk, one belt should at least emit 0.6/32=0.01875 pollution per tick. Well, the point isn't to make a lot of pollution - anything small will still do; it's all about attracting biters to stretches with belts ...

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