Search found 16 matches
- Sat Aug 26, 2023 12:21 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99656
Re: Friday Facts #373 - Factorio: Space Age
Great to finally see an update with real details. Like others, I do have a few concerns: Pushing cliff explosives and artillery back seems to make little sense: cliffs are notoriously so annoying that many people turn them off, and artillery has long felt too delayed already in the tech tree I wond...
- Fri Aug 25, 2023 11:29 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99656
Re: Friday Facts #373 - Factorio: Space Age
Yes this is an interesting development for a game I am enjoying still . I think that FACTORIO has the scope to go in a few directions though .I propose that an expansion of the game could utilise and improve some existing Mods ."They are biters" comes to mind .Also tying in airfiltering an...
- Tue Feb 22, 2022 2:18 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 142212
Re: Friday Facts #367 - Expansion news
Quite exited that the game is in further develpment . What if Factorio had an addition of personnel . What this entails is that there would be personnel assigned to each aspect of the factories function . The factory dependent on the presence of personnel .The story of an orbiting spacecraft that is...
- Tue May 12, 2020 12:02 am
- Forum: Ideas and Suggestions
- Topic: A change in the dynamic .Adding personnel .
- Replies: 3
- Views: 1472
A change in the dynamic .Adding personnel .
Personnel would be added to the game and be integral to the factories functionality . The bugs would not eat the factory components but would target the personnel .With the exception of gates and walls . That the factory would be in sections and each section be dependent upon the presence of the ind...
- Fri May 01, 2020 8:45 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 23723
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Why not have biters have the ability to pass over water at a rate of half speed or quarter speed depending on the type of biter . There should be a mode of play alternative in that there are additional personnel .The biters attack the personnel and not the factory components .Each section of the fac...
- Mon Dec 09, 2019 6:19 am
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 50179
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Is there an audio event for each animation .Perhaps that is too much .What about sound templates or themes for area zones .This is already the case .If the player is near electric furnaces then that is the sound context .Perhaps biters need an interesting alarm that changes ,modulates ,differently ....
- Mon Apr 29, 2019 12:51 am
- Forum: General discussion
- Topic: Dark sound effects for factorio .
- Replies: 3
- Views: 1857
Re: Dark sound effects for factorio .
I think that there are about seven to ten sound effects .Could be wrong .If they were darker ,creepier then it would add to the games atmosphere .If the sound effects were to morph as the player ran past different buildings the effect would be deeper . I produced an effect called "Try to start ...
- Sat Apr 27, 2019 11:33 am
- Forum: General discussion
- Topic: Dark sound effects for factorio .
- Replies: 3
- Views: 1857
Dark sound effects for factorio .
Sound effects and certain types of music play a large part in the atmosphere of film and games .I have produced some various sounds and effects using modular synthesis .SoundCloud .QUAVERTUNE . Are there enough sounds for buildings in factorio ? Could the sound effects be a bit darker ?
- Sat Apr 27, 2019 11:20 am
- Forum: General discussion
- Topic: Implementation of experimental elements in the stable version "Research ". n .
- Replies: 3
- Views: 2039
Implementation of experimental elements in the stable version "Research ". n .
Could not a game component like research formulas be migrated to the stable version of the game ? With mod adjustment to the change ?
- Mon Jul 16, 2018 11:20 am
- Forum: General discussion
- Topic: A variation of factorio ,zombies .
- Replies: 3
- Views: 1934
Re: A variation of factorio ,zombies .
Part 4 Periodically zombies would surge toward personnel . They would not attack defenses but overwhelm ,if allowed , the defense's ability to defend the incursion .Walls could be climbed over .Walls would slow down rather than stop an incoming surge .The zombie population would have to be held in c...
- Mon Jul 16, 2018 11:04 am
- Forum: General discussion
- Topic: A variation of factorio ,zombies .
- Replies: 3
- Views: 1934
Re: A variation of factorio ,zombies .
Part 3 There would be a timer of various lengths ,option .A countdown to the first drop .An APC would be early game research and implemented .Time for the player to build a factory before the first drop .Options 80, 120, 180 ,250 ,320 ,500 day night cycles before the first drop .Then the option of d...
- Mon Jul 16, 2018 10:46 am
- Forum: General discussion
- Topic: A variation of factorio ,zombies .
- Replies: 3
- Views: 1934
Re: A variation of factorio ,zombies .
Part 2 The addition of personnel .These are the rescued survivors . point 2 of a percent to half percent have survived the apocalypse and are delivered via drop pods spread out across the map . Personnel are an addition the the functionality of factorio .The operation and regulation of factorio's fa...
- Mon Jul 16, 2018 10:32 am
- Forum: General discussion
- Topic: A variation of factorio ,zombies .
- Replies: 3
- Views: 1934
A variation of factorio ,zombies .
Scene .
An apocalyptic off world event ,Zombies ,
An automated transport system which delivers survivors to the factorio world .Groups of drop pods deployed across the map .Problem ,most are zombies .
Game addition
The addition of personnel , air and food production .End of part 1
An apocalyptic off world event ,Zombies ,
An automated transport system which delivers survivors to the factorio world .Groups of drop pods deployed across the map .Problem ,most are zombies .
Game addition
The addition of personnel , air and food production .End of part 1
- Wed Jun 20, 2018 12:11 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 69222
Re: Friday Facts #247 - Pricing and its exploits
I don't like to mix the style of play .Overhead to first person that is what the other game will be.What I like mostly about factorio is that you can customize the game to your own liking .Perhaps a more accessible modding friendly application would be good .That is an application to do modding easi...
- Fri May 12, 2017 10:32 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 57097
Re: Version 0.15.10
I like the diverse changes to the recipe format .I find that the electric furnace slows me down .Just a thought about belt length .To better accommodate blueprints .Could a post belt lay modification be in order ? To flatten the underground belt end points on the end where it joins the raised point ...
- Sat Apr 29, 2017 10:36 pm
- Forum: Technical Help
- Topic: Game does not start
- Replies: 4
- Views: 1725
Game does not start
Error in assign ID,item-subgroup with name bob-electric-boards does not exist .This stops the game from starting up .Even after an un install and reinstall .