Search found 850 matches
- Wed Jul 13, 2022 9:11 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 449300
Re: Games Like Factorio
New game will be launching soon, Captain of Industry. Look like if it has a lot of potential. I think any Factorio fan will also enjoy this game. https://www.captain-of-industry.com I have played Captain of Industry about 100 hours now and like the game very much. I would say that many Factorio fan...
- Mon May 09, 2022 6:09 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 43112
Re: [1.1] Bob's Mods: General Discussion
yeah, just change them. MOST settings in bob's mods change the definitions when you load the game, and the only way to change them is from the main menu, which requires a game restart. Simply change the settings to the ones you want to use, restart the game, then load a save. It'll tell you the set...
- Mon May 09, 2022 5:11 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 43112
Re: [1.1] Bob's Mods: General Discussion
Is there any way to change initial settings later? I forgot to set speed penalty for productivity modules and would like to add it. After 150 hours I do not begin new save with new settings. I can use commands or hack save files with hex editor or anything if someone tell what to change. Vanilla lik...
- Fri May 06, 2022 12:39 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 8532
Re: Idea: reduce pollution emitted by machines on floor tiles
I really like the idea of another reason to place stone and concrete, especially under working machines. It's very visually appealing. Currently this is an entirely negative thing to do because you won't be walking over it and it reduces your pollution absorption. What if floor tiles instead booste...
- Wed Apr 20, 2022 7:59 am
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 22697
Re: Blueprints don't ruin fun
I know this has probably been posted a thousand times. Skip if you're sick of hearing it. This idea was repeated in the April Fools post, so it made me want to say something. "Blueprints ruin the fun of figuring something out for yourself." No, here's why: 1. This assumes that figuring ou...
- Fri Mar 18, 2022 8:13 am
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 15290
Re: What starting settings does everyone use?
Nobody tinkered with research cost? I tended to set it to 4 because I found research in vanilla too fast :lol: ... No reason to really pick research as I could research everything easily. This is true. If you have even little experience and you build moderate sized factory you get all science of ce...
- Wed Mar 16, 2022 12:15 pm
- Forum: General discussion
- Topic: How often do you redesign/redo your factories?
- Replies: 5
- Views: 3568
Re: How often do you redesign/redo your factories?
I build usually in two phases. At start factory I build everything around messy bus. I know approximately what I need to finish the "official" part of the game so now my starter bases are quite clean if I play without mods. When I get all finite science I decide how big and what kind of ac...
- Mon Mar 14, 2022 2:02 pm
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 15290
Re: What starting settings does everyone use?
My usual settings are: resource frequency 50 %, iron and copper richness 200 %. Water scale maximum. Big start area. Biters and others settings default. I build rail worlds with separate factories and train network connecting them. I never use beacons but use modules in assemblers because in my opin...
- Thu Aug 12, 2021 7:39 am
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
Nothing is wrong with it. This is a general discussion about controlling robots. Specific discussion about improving robot control is a suggestion. Which is this other board with the name “Suggestions”. :) My point is more general discussion about how robot system could be improved (in some sense, ...
- Tue Aug 10, 2021 1:17 pm
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 25521
Re: Spidertron speed buff
I think it’s much simpler: Spidy looks just silly when running so fast. :D I’ve been using a mod to put about 30 eco-sceletons in it. The result looks ridiculous, I have been laughing for a minute. :lol: 8-) It may be your opinion, but I think most building oriented players would accept silly looki...
- Mon Aug 09, 2021 3:12 pm
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 25521
Re: Spidertron speed buff
I think the problem is different play philosophies. Others want to keep combat aspect during the game even in endgame and others like that focus of the game moves from surviving through organized defense, active attacking to conquer area and resources to fully automated defense at endgame so that pl...
- Mon Aug 09, 2021 2:44 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
The bot is super stupid, most things are done by the logistic network controller. This is because if every 🤖 could control himself this would lead to situations, where a new requester chest is placed, all bots would like to fulfill the request at once, which leads to game getting stuck for a second...
- Fri Jul 09, 2021 11:47 am
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
On paper yes, but if you provide the software as a game to a wide audience, risk of "misusage" or at least "not intended" usage of the tools you provide will occur. The very existence/implementation of item in the game that could, when misused, create an unpleasant experience fo...
- Fri Jul 09, 2021 11:08 am
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
What do you mean with “realistic”? Do you mean some kind of Amazon flying robots, that bring you your orders? :D And what means efficiency for you, if this would mean, that the game runs with 50% of the not so realistic bots version? No, I mean more general things. There are no such transport bots ...
- Thu Jul 08, 2021 1:31 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
What new game-play would that enable? That’s the good question here. More efficiency and realistic like solutions in logistic problems. Probably nothing for far majority of players. I do no expect this kind of things in Factorio but hope that someone will make more nerdy games with interesting game...
- Thu Jul 08, 2021 12:43 pm
- Forum: General discussion
- Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
- Replies: 13
- Views: 7456
Re: We need more control over bots
Isn't combinators already programming in factorio? Why add another language? I think combinators are Turing complete. But your picture tells why we (read: I and couple other HC nerds) would like to have text based scripts to control things. Most non-trivial tasks need huge contraption of combinator...
- Thu Jul 01, 2021 7:13 am
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
What do you think happens to all the current performance optimizations and your UPS in general if a turing complete ruleset was executed before any bot action? The easiest solution would be two types of bots. Current bots as basic bots and then high tech-bots with sophisticated and preferable progr...
- Tue Jun 15, 2021 11:40 am
- Forum: Balancing
- Topic: Beacons and Level 3 Modules Unfun
- Replies: 18
- Views: 9610
Re: Beacons and Level 3 Modules Unfun
Since beacons are neither intuitively realistic or enabling a greater variety of build designs, I don't personally find them fun. One solution would be simply not to use them, however productivity modules are so powerful that not using them is an extreme nerf to your science output. I agree. I do n...
- Tue Jun 15, 2021 10:49 am
- Forum: Ideas and Suggestions
- Topic: Autopause game if afk
- Replies: 10
- Views: 4113
Re: Autopause game if afk
I play always in window mode so that I can react faster if something happens in game. I do not agree with obligatory autopause. It may be an option but it would prevent running at background to wait something or see how base can run long periods. However, it would be nice if sounds were automaticall...
- Fri Jun 11, 2021 9:27 am
- Forum: General discussion
- Topic: Why don't forests regenerate over time.
- Replies: 11
- Views: 5412
Re: Why don't forests regenerate over time.
What would you use trees for? The only thing that makes sense would be wooden chests, which you shouldn’t need unless you are striving for extreme ups and the natural trees should yield enough wood for. There is no use for wood but natural behavior and diversity increases immersion to game even tha...