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by alan2here
Thu Apr 05, 2018 6:00 pm
Forum: General discussion
Topic: The size of bots
Replies: 11
Views: 2417

The size of bots

I was just catching up with https://www.factorio.com/blog/post/fff-224 and it got me thinking, but the thread for it is huge and locked. It is sort of asserted that no amount of reducing bots makes them less powerful than belts, but I'm not sure I agree. There are performance considerations but also...
by alan2here
Tue Nov 22, 2016 6:41 pm
Forum: Frequently Suggested / Link Collections
Topic: Self Replicating (e. g. with Blueprints)
Replies: 8
Views: 5821

Re: Self Replicating (e. g. with Blueprints)

Something I like about my approach from the list above, instead of it being a blueprints thing, particularly as it's such a late game feature, is how tricky it is, how you have to describe exactly how to self replicate, how local to different parts of the factory it is, instead of being god like pla...
by alan2here
Thu Oct 13, 2016 12:29 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 65958

Re: Friday Facts #159 - Research revolution

+1 for long range robot cannot
by alan2here
Wed Oct 12, 2016 12:51 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 65958

Re: Friday Facts #159 - Research revolution

Let defeated players play as biters and their bases :) or just specific groups of them. And/or allow other players to recruit these ghosts to play assisting them, with a new type of turret that has to be individually ghost player controlled, and so relies on a good player darting around the map to b...
by alan2here
Wed Oct 12, 2016 12:46 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 65958

Re: Friday Facts #159 - Research revolution

I like the way that right now research eventually caps out and various sorts of clever/optimum defense choices can be reasoned about and iterated on, the rules not then constantly changing as research happens. On the other hand, endless research would be cool in late game. A compromise could be to m...
by alan2here
Sun Sep 11, 2016 6:58 pm
Forum: Ideas and Requests For Mods
Topic: Faulty Planet Mod
Replies: 0
Views: 400

Faulty Planet Mod

Mod Idea: Faulty Planet Various options to select as you make a new world, or if this is not possible, that are available to trigger within a short time of starting a new world. These options are challenges that make the game harder. Faulty Sun: Mid way through day 1 the sun (day/night cycle) flicke...
by alan2here
Fri Sep 09, 2016 2:32 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835219

Re: Factorio Roadmap for 0.15 + 0.16

I found Factorio took hundreds of hours to complete anyway. Mind you my factorys been through various redesigns, and I still consider it kinda suboptimal.

Factorisimo is making for a nice end game :)
by alan2here
Fri Sep 02, 2016 7:37 pm
Forum: Ideas and Suggestions
Topic: Constructing Inserter
Replies: 2
Views: 916

Re: Constructing Inserter

Thanks :)
by alan2here
Thu Aug 25, 2016 3:03 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 60311

Re: Circuit network features for 0.14

Can a potential sounder, as mentioned in the blog post, be quite low level with samples read in and then played on instruction when as many samples as desired are loaded, as well as simpler midi like note signals? Circuit networks seem as if they could easily produce triangle waves for example. This...
by alan2here
Mon Aug 15, 2016 5:23 pm
Forum: General discussion
Topic: Flamethrower behavior changed.
Replies: 7
Views: 1929

Re: Flamethrower behavior changed.

Because of the game like feeling of dynamics of the old one, as if there was fluid pressure behind it, aiming, pulsing to shoot nearby and less so to build up momentum to shoot up to full range, etc... The new one feels more like hovering a mouse cursor over the enemy you want to hit.
by alan2here
Sat Aug 06, 2016 11:02 am
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 25083

Re: Friday Facts #150 - New Terrain Experiments

As I thought, somtimes desert, as well as various visually similar sorts of biomes, are adjacent to or even covered by snow :) But isn't that red Lava block on the diagram a bit long left/right wise?
by alan2here
Fri Aug 05, 2016 8:36 pm
Forum: General discussion
Topic: Flamethrower behavior changed.
Replies: 7
Views: 1929

Re: Flamethrower behavior changed.

This update occurred somewhere after 0.13.0 and before or in 0.13.13
by alan2here
Fri Aug 05, 2016 8:20 pm
Forum: 1 / 0 magic
Topic: [13.13] [Pending] "Built By:" field is empty despite username included in settings
Replies: 7
Views: 1563

Re: [13.13] [Pending] "Built By:" field is empty despite username included in settings

I used the non steam version then the steam one, I don't know at what version I started using it, the non-steam Factorio is no longer installed. Steps to reproduce are just that I mouse over any in-game building built in the world, including inserters and belts. Maybe this was not set up when I firs...
by alan2here
Fri Aug 05, 2016 7:38 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 25083

Re: Friday Facts #150 - New Terrain Experiments

Yes, embrace the fractal :) or the pollock if you prefer, I think that artist said that strokes of different scales make it into his work, presumably for similar reasons.
by alan2here
Fri Aug 05, 2016 9:49 am
Forum: Ideas and Suggestions
Topic: Constructing Inserter
Replies: 2
Views: 916

Constructing Inserter

An advanced late game building, the "constructing" inserter, a working name. Is a small but significant step in the direction of fully automated factory construction. --- Basic Idea A slower but even smarter variant on the smart inserter, that can be configured manually or instructed with ...
by alan2here
Thu Aug 04, 2016 6:25 am
Forum: Balancing
Topic: Heat Factor - A balacing idea to solar and accumulators
Replies: 28
Views: 5145

Re: Heat Factor - A balacing idea to solar and accumulators

Some solar to run speed beacons clustered around the oil might work, then turning the oil into solid fuel for the steam engines. Ore seams, presumably including coal now do increase in richness over distance from starting area. It's still more and more of a mining expansion building grind. I've alwa...
by alan2here
Wed Aug 03, 2016 8:56 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835219

Re: Factorio Roadmap for 0.12 + 0.13

:) TY
by alan2here
Wed Aug 03, 2016 8:33 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835219

Re: Factorio Roadmap for 0.12 + 0.13

At fully zoomed out without pressing "m"?

Presumably that'll be quite obvious soon then.

And new chunks = new places on the map that were black on the "press m" map.
by alan2here
Tue Aug 02, 2016 6:50 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835219

Re: Factorio Roadmap for 0.12 + 0.13

Thanks :) Thats excelent news :)

Anyone know how quickly this increases? I havn't been notincing but I guess that has helped a lot!
by alan2here
Tue Aug 02, 2016 1:35 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835219

Re: Factorio Roadmap for 0.12 + 0.13

Please can mining richness (recourses per tile) increase with distance away from the starting area? I'm spending so much time on mining expansions at the moment and more and more electricity defending them. Which has been fun making them neat and efficient and efficent to make, but I kinda want them...

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