Search found 18 matches
- Sat May 24, 2014 5:23 pm
- Forum: Ideas and Suggestions
- Topic: they should make electric boilers
- Replies: 17
- Views: 4769
Re: they should make electric boilers
After that we can work on solar powered flashlights.
- Fri May 16, 2014 10:03 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 131533
Re: Attacking biters with turrets makes all weapons pointles
Lets us automate the alien killing process somehow, then go about nerfing the "cheese" tactics.
- Thu May 15, 2014 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Rethinking the (very) early game
- Replies: 29
- Views: 11261
Re: Rethinking the (very) early game
@Andzoak/schwarzie2478: Why would you want to lengthen the time spent in early game? The game doesn't really start until you begin research. Slowing that down wouldn't benefit anyone.
- Wed May 14, 2014 1:30 am
- Forum: Ideas and Suggestions
- Topic: Water gameplay
- Replies: 3
- Views: 1771
Re: Water gameplay
We already have water pipes. Currently, I think the game map is 1 level, to add stuff to water, it would need a level below water. I also don't see why.
- Mon May 12, 2014 8:56 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 20913
Re: Intermediate fluids as items
Put the chemical plants much further away, and/or have the refinery run into tanks first. (also distanced from other plants.)
- Mon May 12, 2014 8:50 pm
- Forum: General discussion
- Topic: The Car
- Replies: 22
- Views: 7299
Re: The Car
Chthon wrote:Umm... you can. Press enter when near the engine.Phy wrote:Being able to ride the train would be one way of adding more transport options.
- Mon May 12, 2014 8:46 pm
- Forum: Gameplay Help
- Topic: How to make a advanced, efficient factoy
- Replies: 9
- Views: 3780
Re: How to make a advanced, efficient factoy
I figured out on my 3rd freeplay map, that a conveyor should be limited to 2-3 materials at a time, ever. One side of the conveyor is for X item, and the other side is for Y item, and that's it. Conveyors are easy, and yellow ones are fairly cheap, so just space stuff out for the early materials, th...
- Mon May 12, 2014 8:42 pm
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 14697
Re: Using stone for land reclamation
Since water doesn't "flow", there's no reason not to just fill it in where it's no needed. Some level of terraforming would be interesting.
- Mon May 12, 2014 8:37 pm
- Forum: General discussion
- Topic: The Car
- Replies: 22
- Views: 7299
Re: The Car
Being able to ride the train would be one way of adding more transport options.
- Mon May 12, 2014 2:09 am
- Forum: Gameplay Help
- Topic: How to generate energy early game?
- Replies: 11
- Views: 4911
Re: How to generate energy early game?
As long as the boiler has fuel and is connected to a water source, then the steam engine, it should have power.
- Mon May 12, 2014 2:03 am
- Forum: Ideas and Suggestions
- Topic: Multiple turret types/general turret rebalance
- Replies: 8
- Views: 6201
Re: Multiple turret types/general turret rebalance
The Railgun should be really high damage and really slow firing. The ultimate in anti armor or big enemies, but really bad for swarms. I don't think the T3 turret should just be a straight upgrade from T1/2.
- Mon May 12, 2014 1:48 am
- Forum: Gameplay Help
- Topic: Help please!
- Replies: 3
- Views: 1746
Re: Help please!
Pretty sure the default is enter.
- Mon May 12, 2014 12:54 am
- Forum: Gameplay Help
- Topic: How to generate energy early game?
- Replies: 11
- Views: 4911
Re: How to generate energy early game?
Make a power line -copper bar and wood
- Sun May 11, 2014 10:43 pm
- Forum: General discussion
- Topic: Resource depletion or infinite resources?
- Replies: 27
- Views: 15005
Re: Resource depletion or infinite resources?
I feel like the biters encroaching on me is far more limiting than resource acquisition. Conveyors are easy to make, defense/offense is not.
- Sat May 10, 2014 5:59 am
- Forum: Balancing
- Topic: Science Pack Balancing
- Replies: 18
- Views: 21784
Re: Science Pack Balancing
I think the cost is fine (minus T4, as it doesn't require anything factory related). If anything, the research cost is the wierd part. The research recipes require the same amount of each science pack, rather than more of the previous packs, like I would expect. There's not a lot of incentive to kee...
- Sat May 10, 2014 5:19 am
- Forum: Ideas and Suggestions
- Topic: [Multi + Single] -Warfare-
- Replies: 1
- Views: 1268
Re: [Multi + Single] -Warfare-
Id rather see Factorio focus more on the factory making side over the combat.
- Sat May 10, 2014 4:57 am
- Forum: General discussion
- Topic: A quick notice
- Replies: 29
- Views: 11163
Re: A quick notice
I found this game because of NorthernLion. He made a decently long video (40-50mins I think), but I stopped watching after 15~ minutes and bought the game.
- Sat May 10, 2014 4:50 am
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 49567
Re: Are bitters too hard to kill in end game?
The game feels like it has 2 phases. First, you build up your factory, then you get to science 4 recipes and then the game switches to mediocre combat. I don't see a lot of reason to continue building up the factory after getting some good science 3 automation running, since I don't care for the com...