Search found 121 matches
- Sun Dec 20, 2020 8:36 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 10597
Re: Come up with new infinite research
Add infinite evolution, biters can gain health without a hard cap. Now all infinite military tech has a purpose.
- Sat Dec 05, 2020 2:52 am
- Forum: Balancing
- Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
- Replies: 23
- Views: 9479
Re: Portable Fusion Reactor visual appearance in relation of visual totality of game
There's a mod that adds portable power generators that uses fuel: https://mods.factorio.com/mod/Portable_power
- Sat Jul 04, 2020 4:35 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 18592
Re: Friday Facts #354 - Launch party and HR power switch
WHAT. the power switch is hollow? all this time I thought it was a big solid piece of metal making the connection.
To be frank I don't like it now.
To be frank I don't like it now.
- Tue Jun 02, 2020 12:51 am
- Forum: General discussion
- Topic: Factorio Paper Cuts
- Replies: 29
- Views: 9220
Factorio Paper Cuts
Given that Wube is on the race for the 1.0 release I thought about sharing my list of petty annoyances with the game, with luck some of them are trivial to fix, sort of like a paper cut bug . I want to encourage everyone to find more, it has to be an annoying usability issue that hopefully is also t...
- Tue May 26, 2020 3:21 am
- Forum: Technical Help
- Topic: Factorio is not using GPU (Linux)
- Replies: 19
- Views: 6310
Re: Factorio is not using GPU (Linux)
try finding the version of factorio where it used to work.
- Thu May 21, 2020 4:48 pm
- Forum: Releases
- Topic: Version 0.18.26
- Replies: 45
- Views: 24881
Re: Version 0.18.26
I bet that "crafting machines" doesn't include the rocket silo.
- Tue Nov 05, 2019 1:03 am
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 17412
Re: Version 0.17.75
Construction bots don't batch when deconstructing tiles...
unplayable.
unplayable.
- Thu Oct 17, 2019 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Logistics robots should not remove repair packs from roboports
- Replies: 13
- Views: 3490
Re: Logistics robots should not remove repair packs from roboports
You're not supposed to put repair packs in roboports, those slots exists so construction robots can land without having to put the repair pack back in a chest.
- Tue Oct 15, 2019 8:49 pm
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 20187
Re: Are Bitters unnecessary?
My simplest idea for make biters less boring in the late game is to add infinite evolution. Remove the evolution cap, instead of adding new biters once you reach the behemoth stage they just increase their resistances to physical, laser and fire damage, so long there's still pollution. You gotta kee...
- Fri Oct 11, 2019 9:43 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 29821
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
fully support this change in biter pathfinding, it looks soo much better! would you devs also consider removing biter collision with trees as well? I find unnatural how biters get stuck and confused by forests, it's their native environment! Behemoths walking through trees might not look right, but ...
- Sun Oct 06, 2019 3:45 pm
- Forum: Minor issues
- Topic: [0.17.25] Wrong status of entities
- Replies: 7
- Views: 4743
Re: [0.17.25] Wrong status of entities
I going to second this, I spent a significant time trying to figure out why not all my heat exchangers were working, but in the end they were generating steam just fine, is just that the status message is unreliable.
Either fix the status or remove it.
- Sat Oct 05, 2019 4:52 pm
- Forum: Not a bug
- Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
- Replies: 4
- Views: 1926
- Fri Oct 04, 2019 2:53 pm
- Forum: Not a bug
- Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
- Replies: 4
- Views: 1926
Re: [0.17.69] Train time passed condition resets if there's no enabled stations to go
I understand what's happening, but it's unexpected to the user that doesn't know the internal logic of the train network.
- Fri Oct 04, 2019 1:04 am
- Forum: Not a bug
- Topic: [0.17.69] Train time passed condition resets if there's no enabled stations to go
- Replies: 4
- Views: 1926
[0.17.69] Train time passed condition resets if there's no enabled stations to go
So if I setup a train schedule with a time passed condition (like in the image), once the condition is met, if there's no enabled stations to go the timer resets and starts again. I find this kind of odd, I would expect that once the timer runs out, it will stay that way and the train will depart as...
- Sun Aug 25, 2019 12:41 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 108612
Re: Friday Facts #309 - Controversial opinions
I feel like biters are too aggressive early game and too annoying late game. Early game you can't explore around at all because you can't walk two steps without a biter nest attacking you on sight. The aggro range is also too binary, the player doesn't have any feedback about how close you can trail...
- Fri Mar 08, 2019 1:24 am
- Forum: General discussion
- Topic: Was 0.17.7 biters nerfed already?
- Replies: 21
- Views: 7397
Re: Was 0.17.7 biters nerfed already?
And on the release of 0.17 I've been reading some people complain about the biter difficulty so I was expecting it to be very hard. People complained of the difficulty of the introductory campaing , that spawns waves and waves of biters at the end of it. The difficulty in freeplay hasn't changed re...
- Mon Mar 04, 2019 1:00 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.1] Texture corruption at maximum scale
- Replies: 4
- Views: 3132
Re: [posila] [0.17.1] Texture corruption at maximum scale
I have the same issue, I'm adding screenshots since OP's are already gone. This is with Ubuntu 18.10, AMD Radeon 6670 and Mesa 19.1.0-devel drivers. Factorio 0.17.4, video memory usage to "high". Changing it to "all" fixed it. first screenshot is zoomed in, no corruption, second ...
- Sun Mar 03, 2019 2:41 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Too many biters for game to handle
- Replies: 3
- Views: 2790
Re: [0.17.4] Too many biters for game to handle
yeah, if you cancel the research and try to hold as much as you can it can get pretty bad
- Wed Feb 27, 2019 1:42 am
- Forum: Not a bug
- Topic: [wheybags] [0.17.1] Killed by Compilatron
- Replies: 2
- Views: 1262
[wheybags] [0.17.1] Killed by Compilatron
I'm not sure what happened, I think It ran over the player character.
- Sun Feb 17, 2019 3:10 am
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 9010
Re: Player Power Curve vs Biter Power Curve imbalanced
The game is not meant to be a combat simulator (standard RTS game). It's fully intended that the player is more powerful than the biters and eventually they become something you don't need to think about and allow you to focus on just the factory portion of the game - the main portion of the game. ...