Search found 50 matches
- Thu Apr 05, 2018 6:00 pm
- Forum: General discussion
- Topic: The size of bots
- Replies: 11
- Views: 5039
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...
- Tue Nov 22, 2016 6:41 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Self Replicating (e. g. with Blueprints)
- Replies: 8
- Views: 10396
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...
- Thu Oct 13, 2016 12:29 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 115641
Re: Friday Facts #159 - Research revolution
+1 for long range robot cannot
- Wed Oct 12, 2016 12:51 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 115641
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...
- Wed Oct 12, 2016 12:46 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 115641
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...
- Sun Sep 11, 2016 6:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Faulty Planet Mod
- Replies: 0
- Views: 903
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...
- Fri Sep 09, 2016 2:32 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049339
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
Factorisimo is making for a nice end game
- Fri Sep 02, 2016 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Constructing Inserter
- Replies: 2
- Views: 1863
Re: Constructing Inserter
Thanks
- Thu Aug 25, 2016 3:03 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 99095
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...
- Mon Aug 15, 2016 5:23 pm
- Forum: General discussion
- Topic: Flamethrower behavior changed.
- Replies: 7
- Views: 3726
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.
- Sat Aug 06, 2016 11:02 am
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 39099
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?
- Fri Aug 05, 2016 8:36 pm
- Forum: General discussion
- Topic: Flamethrower behavior changed.
- Replies: 7
- Views: 3726
Re: Flamethrower behavior changed.
This update occurred somewhere after 0.13.0 and before or in 0.13.13
- 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: 3079
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...
- Fri Aug 05, 2016 7:38 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 39099
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.
- Fri Aug 05, 2016 9:49 am
- Forum: Ideas and Suggestions
- Topic: Constructing Inserter
- Replies: 2
- Views: 1863
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 ...
- Thu Aug 04, 2016 6:25 am
- Forum: Balancing
- Topic: Heat Factor - A balacing idea to solar and accumulators
- Replies: 28
- Views: 9366
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...
- Wed Aug 03, 2016 8:56 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049339
- Wed Aug 03, 2016 8:33 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049339
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.
Presumably that'll be quite obvious soon then.
And new chunks = new places on the map that were black on the "press m" map.
- Tue Aug 02, 2016 6:50 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049339
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!
Anyone know how quickly this increases? I havn't been notincing but I guess that has helped a lot!
- Tue Aug 02, 2016 1:35 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049339
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...