Search found 17 matches
- Sat Jan 06, 2018 11:11 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 396236
Re: Friday Facts #224 - Bots versus belts
While I hate to tell anyone "You can't have that thing you like," my personal dislike of logistics bots does make me think about what we'd have if that devtime had been spent elsewhere. If they hadn't been coding logistics bots, would we have more varieties of belts? Programmable splitters...
- Fri Dec 29, 2017 10:24 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 49903
Re: Friday Facts #223 - Reflections on 2017
I hope whoever does your in-game, user invokable mini-tutorials gets enough credit. Factorio's approach to tutorials should be industry standard. When a new concept shows up in game, you have the OPTION of dropping yourself into a consequence-free holodeck to practice the skill until you pass the pr...
- Fri May 19, 2017 11:22 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168957
Re: Friday Facts #191 - Gui improvements
I'm generally in favor of those changes listed. My only issue is that the inventory UI is already taking up a tiny box on my high resolution screen, so the addition of tabs just seems to be further compartmentalizing this tiny box. All that relevant information could be displayed at the same time if...
- Sun Apr 30, 2017 2:17 pm
- Forum: Releases
- Topic: Version 0.15.5
- Replies: 33
- Views: 30616
Re: Version 0.15.5
Looking great guys. Any chance we'll see steam in the fluid section of the Production Statistics? I think it's the only liquid you're not tracking at this point, and it would be very helpful for doing metrics on boiler/heat exchanger configurations.
- Sat Feb 25, 2017 12:59 am
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 57586
Re: Friday Facts #179 - New resource graphics & concrete
That new ore looks _fantastic_
Like, no kididng, you should license this stuff out so that other games can look this good.
Like, no kididng, you should license this stuff out so that other games can look this good.
- Thu Jun 23, 2016 7:26 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: "Omni" Builds, infinitely scalable designs!
- Replies: 8
- Views: 8793
Re: "Omni" Builds, infinitely scalable designs!
You might want to look at this topic : https://forums.factorio.com/viewtopic.php?f=8&t=8377 dee's design is really cool, and cool looking. I feel like it takes up even more space than mine does though ;D Also, Also, I'm not sure why you have steel outside your lines. Doesn't seem a point to it ...
- Thu Jun 23, 2016 1:20 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: "Omni" Builds, infinitely scalable designs!
- Replies: 8
- Views: 8793
Re: "Omni" Builds, infinitely scalable designs!
What is the purpose of your factory? The purpose is to build absolutely anything I need. When power runs low, I can get a set of solar panels/accumulators building quickly. Ammo, robots, rocket parts, modules of any size, all these things are easily slotted in and begin building immediately. Robots...
- Thu Jun 23, 2016 1:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: "Omni" Builds, infinitely scalable designs!
- Replies: 8
- Views: 8793
Re: "Omni" Builds, infinitely scalable designs!
Where are going to have issues far sooner is with belt throughput, belts can only move some many items per second Yup. And I've actually made lines so long horizontally that, even sending them fully compressed express belts full of iron plate, they still run out. When this happens, it's time to cre...
- Wed Jun 22, 2016 9:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: "Omni" Builds, infinitely scalable designs!
- Replies: 8
- Views: 8793
"Omni" Builds, infinitely scalable designs!
My designs are very different from most of what I see on this board. So different in fact that I was compelled to post. They're intended to grow with the player, from early game to late game, getting as large as necessary without ever needing a teardown. Case in point: This refinery gets as small or...
- Tue Jun 14, 2016 5:42 pm
- Forum: Mods
- Topic: Riphtek Combat SMG
- Replies: 2
- Views: 1736
Re: Riphtek Combat SMG
Thanks sporefreak, it looks great. Icon added and version number incremented.
- Tue Jun 14, 2016 3:04 pm
- Forum: Mods
- Topic: Riphtek Combat SMG
- Replies: 2
- Views: 1736
Riphtek Combat SMG
Combat SMG Description: Adds a tier 2 smg. I've tried to match the jump from shotgun to combat shotgun mathematically. Unlocked at Military 3. Has an awful placeholder graphic (want to contribute?) Has a super awesome user-submitted graphic -- Thanks sporefreak! Details: Factorio Version: 0.12 Rele...
- Sat Jun 11, 2016 2:50 pm
- Forum: General discussion
- Topic: Fighting Big bases.
- Replies: 22
- Views: 10737
Re: Fighting Big bases.
Woah. Those screenshots are scary and awesome. What world settings are you using? I'm currently running a game with Enemy Bases High Frequency, Big Size, Good Richness and they're nowhere near as big and intimidating as the ones in your pictures.PUNISHER989 wrote:Fighting big bases
- Sat Jun 11, 2016 2:35 pm
- Forum: General discussion
- Topic: Tree clearing with construction bots
- Replies: 5
- Views: 8461
Re: Tree clearing with construction bots
My tank is exclusively wood-fueled
- Sat Jun 11, 2016 2:11 pm
- Forum: General discussion
- Topic: The game is good
- Replies: 31
- Views: 18174
Re: Why I really hate/dislike the game
I recently played the campaign and found it to be a fun level of challenge. The biter nests were nasty, but no problem against a turret crawl.
- Sat Jun 11, 2016 2:03 pm
- Forum: General discussion
- Topic: Tree clearing with construction bots
- Replies: 5
- Views: 8461
Tree clearing with construction bots
I've seen a lot of talk about clearing pesky forests with tanks, flamethrowers, rockets, even manually. But I've not seen much discussion about by far my favorite method: Construction bots! Take your deconstruction planner, drag click over any number of trees, and blamo! You even get to keep the woo...
- Sat Jun 11, 2016 1:17 am
- Forum: Balancing
- Topic: Tank upgrade
- Replies: 22
- Views: 10060
Re: Tank upgrade
I also noticed that the tank cannon seems underwhelming compared to laser turrets, but when compared to any other weapon, it's plenty powerful enough. I have to disagree there. The measuring stick here is the combat shotgun. Using four steel, I can make 1 cannon shell and deal half damage to a bite...
- Sat Jun 11, 2016 12:04 am
- Forum: Balancing
- Topic: Tank upgrade
- Replies: 22
- Views: 10060
Re: Tank upgrade
In my opinion, the reason the tank is great early game and lacking late game is lack of research. If you don't buy all 6 ranks of Shotgun Shell damage, the combat shotgun is pretty blah. However, with the upgrades, it becomes a killing machine. We have no such upgrades for the tank. (It gets a littl...