Search found 10 matches

by LCCX
Sat Mar 04, 2017 10:06 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 31292

Re: Friday Facts #180 - Map interaction

The map improvements look most welcome. Feedback: - "logistics area visualisation" IMHO does need roboport connections displayed, both to help with off-by-one placement errors and to better visualize bot traffic issues/patterns/paths. - It would be nice to be able to more easily visually identify se...
by LCCX
Sat Mar 04, 2017 9:28 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 108
Views: 25307

Re: Friday Facts #179 - New resource graphics & concrete

I just wanted to say that the redone resources look *fantastic* ! Excellent work.
by LCCX
Fri Dec 16, 2016 8:44 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 28546

Re: Friday Facts #169 - Combat revisit 2

Looks great! In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him? I do not feel that turret creep is such a problem and would not worry about it. Still I am interested if any of you (the community ...
by LCCX
Fri Oct 14, 2016 9:32 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 53807

Re: Friday Facts #160 - Playtesting

We can still do the expansion pack with additional stages of the game and space exploration later, but that is a different story. Great story; I'll look forward to such an expansion pack! Finding 3 - the most needed changes I do not disagree with "Finding 3 - the most needed changes" -- those do so...
by LCCX
Tue Apr 12, 2016 4:46 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124053

Re: [MOD 0.12.29] Robot Soldiers. RTS precursor?

This is a good idea and I had no idea that modding Factorio could be so easy! I'm busy for the next couple weeks, but I'll take a look once I'm back.

Thanks for using the MIT licence.
by LCCX
Sat Apr 09, 2016 6:27 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 38473

Re: Friday Facts #133 - The train struggle

Another option to counter the train problem is to make train station tiles, that are linked with the train stop. A train would be able to be (un)loaded in that station but it does not matter how long the train is (like in transport tycoon). This could also be a great addition to the game if you can...
by LCCX
Sat Apr 09, 2016 6:18 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 38473

Re: Friday Facts #133 - The train struggle

The heavy inserter concept seems like a good, practical step forward from the loader concept. Could we also have a "double inserter" then which would pick up and place items on both sides of a belt? I think that would cover all the use cases that a 2x1 loader block with a belt-like input and a belt-...
by LCCX
Thu Mar 31, 2016 8:21 pm
Forum: Gameplay Help
Topic: How does armor work?
Replies: 2
Views: 1333

Re: How does armor work?

Excellent, that's it. Thanks! :D
by LCCX
Thu Mar 31, 2016 6:55 pm
Forum: Gameplay Help
Topic: How does armor work?
Replies: 2
Views: 1333

How does armor work?

I just started New Hope mission 4 (escape on the airplane) and realized that there are *2* heavy armor items in my character's armor slot. I checked out the big worms to the south and they *murdered* me. I don't understand at all how the combat damage system works. In theory, there is some good info...
by LCCX
Wed Mar 23, 2016 5:02 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 107791

Re: Friday Facts #128 - Back down to earth

Yes, the loader is a great idea for the late game.

Late game should eventually become more strategic, with less micromanagement.

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