Search found 26 matches
- Fri Aug 03, 2018 1:51 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 101185
Re: Friday Facts #254 - No research queue for you
Come on guys - handle the research queue like Civilization and stop trying to reinvent every wheel you see. I love you guys for making better wheels, but I don't think your proclivity for it is helping you on this issue. I've mixed feelings on killing it - I would like to see it, with a popup that ...
- Sat Feb 17, 2018 3:52 pm
- Forum: Technical Help
- Topic: [16.24] Game Crashes on Load of Save File
- Replies: 2
- Views: 1595
Re: [16.24] Game Crashes on Load of Save File
Wow - yeah, that's exactly what happened! I love you guys!!! 

- Sat Feb 17, 2018 3:10 am
- Forum: Technical Help
- Topic: [16.24] Game Crashes on Load of Save File
- Replies: 2
- Views: 1595
[16.24] Game Crashes on Load of Save File
Hi there. I was running this save (attached) on a dedicated server, and kept crashing out when I'd connect and go to load into it. I thought maybe it's an issue with the server, but it's doing the same thing when I try to open the file locally. I've a handful of mods running(attached), but they ...
- Fri Feb 02, 2018 10:12 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 89022
Re: Friday Facts #228 - High resolution turrets
Wait - this update to lasers is potentially huge - will they deal their damage 'continuously' or still deal damage as more discrete pulses?
If this becomes continuous, then laser shooting speed will go away and lasers will essentially no longer have any overkill, which is effectively a huge buff ...
If this becomes continuous, then laser shooting speed will go away and lasers will essentially no longer have any overkill, which is effectively a huge buff ...
- Fri May 26, 2017 2:43 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42120
Re: Please make trains able to run over evolved aliens
Honestly, I think we need to see artillery trains soon. Devs have stated they're on the list of things to finish before release. If I can run a half dozen artillery trains down the line and maybe get some depleted uranium shells on them, I'll be happy.
- Fri May 26, 2017 11:47 am
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 11587
Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
As in the title, After playing a few games in 0.15, I've noticed that I push for lasers a lot earlier than I did pre-0.15. I think it's because having to manually resupply every gun turret on the base get tedious - particularly by the time yellow science is rolling, which would let me use blue ...
- Fri May 19, 2017 10:42 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 183992
Re: Friday Facts #191 - Gui improvements
Toolbar changes look awesome - please just give me the 20 extra inventory slots as default. The character tab is a bit shocking - to go from a full eagle-eye dashboard to a 1-at-a-time interface is going to take me some time to get used to.
I like being able to shift-click the things and know where ...
I like being able to shift-click the things and know where ...
- Wed May 03, 2017 4:32 pm
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 31426
Re: Does Math Ruin this Game?
No. The math is awesome. I've always played computer games with a notebook & scratchpad on my desk. I've been known to write custom scripts and functions 1000s of lines long in Excel to visualize data and sandbox things around. It's been awhile, but I've run SAS simulations, as well.
Factorio is ...
Factorio is ...
- Mon Apr 24, 2017 8:35 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 33220
Re: Getting rid of alien artifacts is a bad idea
First Impressions after playing the experimental 0.15 release:
It's a lot tougher to take out a biter base. Turret Creep is expensive with the resource cost balances to turrets & ammo. The early biter bases can be pretty big, and the sheer number spawning can overwhelm you if you didn't pack a big ...
It's a lot tougher to take out a biter base. Turret Creep is expensive with the resource cost balances to turrets & ammo. The early biter bases can be pretty big, and the sheer number spawning can overwhelm you if you didn't pack a big ...
- Fri Mar 10, 2017 6:27 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 44146
Re: Friday Facts #181 - Calm before the storm
So can't you guys just make review keys only active for 90 days and be up front about it? Just tell the streamers -
"Look guys, we love you, but we've been getting taken advantage of, so we're restricting our review keys to full-version 90 day trials to discourage re-selling.
If you still want ...
"Look guys, we love you, but we've been getting taken advantage of, so we're restricting our review keys to full-version 90 day trials to discourage re-selling.
If you still want ...
- Tue Jan 03, 2017 8:33 pm
- Forum: Gameplay Help
- Topic: I'm Terrible with Trains
- Replies: 9
- Views: 4446
Re: I'm Terrible with Trains
So in the tutorials, it seems like each track only really has signals setup to handle trains moving in a single direction on each line of track. Is that a best practice for some reason or was that just done for clarity in the tutorials?
- Mon Jan 02, 2017 9:13 pm
- Forum: Gameplay Help
- Topic: I'm Terrible with Trains
- Replies: 9
- Views: 4446
I'm Terrible with Trains
Easily the worst part of the game, for me - despite all the recent improvements. I can't seem to get around gridlock and No Path issues. I've tried for hours. If there's any guides out there that have given you guys a Eureka! moment - I'd love to know about it. But debugging trains isn't fun at all ...
- Fri Jul 08, 2016 7:52 pm
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 25669
Re: Best way to defend
Quick note that I like to build batteries of 7 turrets each with a 1 tile gap between them with 5 in the front row and 1 on either side of the 2nd row. It gives space within the battery after walling it off to drop a radar.
Sure biters don't like pollution, but you know what they absolutely ...
Sure biters don't like pollution, but you know what they absolutely ...
- Thu Jun 30, 2016 2:59 pm
- Forum: Gameplay Help
- Topic: Vanilla, Default Settings, Early Game Guides / Tips
- Replies: 1
- Views: 2086
Vanilla, Default Settings, Early Game Guides / Tips
Hey Everyone - I've been working on some solo games with biters on, and slowly building up to where I can handle full default settings. Early game goes ok - I rush power and Military 1, then Turrets, then either Body armor or Automation, while making a temp furnace onsite to keep the base footprint ...
- Tue Jun 07, 2016 4:47 pm
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 9303
Re: About Modules & Furnaces - Checking My Arithmetic
Some really great information here - some of you guys really inspired the OP with your previous postings related to modules - really happy to read your current thoughts.
Well on that one I have to say that if there really is something that doesn't matter in Factorio... then it is the resources ...
Well on that one I have to say that if there really is something that doesn't matter in Factorio... then it is the resources ...
- Mon Jun 06, 2016 3:28 pm
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 9303
About Modules & Furnaces - Checking My Arithmetic
I've been doing some reading & experimenting with modules in endgame furnace designs. What follows is a whole lot of thinking out loud. Inevitably I've overlooked something or don't have a complete understanding or perspective - please feel free to discuss - I'm by no means an expert.
I've managed ...
I've managed ...
- Mon Jun 06, 2016 12:29 pm
- Forum: General discussion
- Topic: Gah
- Replies: 12
- Views: 5923
Re: Gah
You guys need to lighten up. Dude's impatient. Big deal. People have faults - more at eleven!
Step away from the soapbox.
Step away from the soapbox.
- Sun Jun 05, 2016 5:28 pm
- Forum: General discussion
- Topic: End game theory and gameplay ideas
- Replies: 38
- Views: 26886
Re: End game theory and gameplay ideas
I like the alien boss idea. Currently once your factory is set to start building rocket parts, you're left kind of just waiting. You check your power situation, maybe drop a few more modules into certain places. Finally lay down some concrete and wait.
Fact is when the rocket launches, you've ...
Fact is when the rocket launches, you've ...
- Sun Jun 05, 2016 5:04 pm
- Forum: News
- Topic: Friday Facts #125 - Achievements
- Replies: 119
- Views: 99222
Re: Friday Facts #125 - Achievements
FWIW, I've always found the horizontal scrolling tech tree in the Civ games to be nice. I know a single tree like this would be tough for factorio due to the branching. Sins of a Solar Empire did a nice job of separating techs into tabs - you'd just need to think of how to classify / categorize each.
- Tue May 31, 2016 2:42 pm
- Forum: General discussion
- Topic: Turret comparison
- Replies: 25
- Views: 17212
Re: Turret comparison
Good discussion! Incoming rambling wall of text below!
It's worth keeping in mind that even a laser defense battery is going to want to have bot support for occasional repairs. So lasers & guns will both want bot support at the endgame. The additional logistics of keeping guns stocked with ammo is ...
It's worth keeping in mind that even a laser defense battery is going to want to have bot support for occasional repairs. So lasers & guns will both want bot support at the endgame. The additional logistics of keeping guns stocked with ammo is ...