Search found 300 matches
- Mon Aug 03, 2015 10:19 pm
- Forum: Balancing
- Topic: Cost of electric pole, express undeground belt.
- Replies: 8
- Views: 21431
Re: Cost of electric pole, express undeground belt.
Agree that the larger poles should use cables. I honestly wouldn't be surprised if they used cables and plates.
- Mon Aug 03, 2015 10:18 pm
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 20629
Re: Cargo wagons need more slots
Really don't like the idea of boxing / unboxing cargo mod thing. Just seems too cheat like to me.
- Mon Aug 03, 2015 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2][slpwnd]Spitter getting stuck on tree near my base
- Replies: 2
- Views: 3510
Re: [0.12.2]Spitter getting stuck on tree near my base
It's a pathing error. I noticed on my map there were a couple of locations (wide open nothing around them) spitters would get stuck and just stand there. Have not seen biters have the same issue.
- Mon Aug 03, 2015 2:47 am
- Forum: Not a bug
- Topic: [0.12.2]Roboports don't need Power to extend the Zone
- Replies: 2
- Views: 2781
Re: [0.12.2]Roboports don't need Power to extend the Zone
When you place them it will extend as they have a small charge. Once that depletes the orange zone will go away. This may be what you are referring to and is expected behavior.
- Sat Aug 01, 2015 9:45 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 24499
Re: Rockets need a small buff.
If you work with the assumption that some nests are just TOO big to face head on, a "sniper" variant of weapon makes a lot of sense. The rocket launcher would be well suited in this capacity, since the projectiles are fairly expensive and not terribly efficient otherwise. I have yet to ru...
- Fri Jul 31, 2015 4:31 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 126080
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Was on the 1.0.0 version of the mod. Updated to factorio 0.12.2 and had no issues upgrading to the latest version of the mod. Great mod, simple clean and no game functionality changes.
- Fri Jul 31, 2015 4:28 pm
- Forum: Balancing
- Topic: Cargo wagons need more slots
- Replies: 27
- Views: 20629
Re: Cargo wagons need more slots
Early game I can easily empty a full wooden chest of belts. Late game I have blueprints that have thousands of items and can easily empty the size of chest you are talking about. Not to mention when you are processing 10k plus of specific items per min you would empty the chests you are talking abou...
- Fri Jul 31, 2015 3:32 pm
- Forum: Releases
- Topic: Version 0.12.2
- Replies: 22
- Views: 37290
Re: Version 0.12.2
At the pace you guys are killing bugs its going to be stabilized in no time.
Love the blueprint change.
Love the blueprint change.
- Thu Jul 30, 2015 11:28 pm
- Forum: Duplicates
- Topic: [0.12] Over-long Building Name
- Replies: 1
- Views: 3498
- Wed Jul 29, 2015 5:45 pm
- Forum: Balancing
- Topic: [0.12] Top-tier Combat robots should be permanent and personal
- Replies: 7
- Views: 20861
Re: [0.12] Top-tier Combat robots should be permanent and personal
Two shields is insta death versus any large pack of evolved sputters. Concept is interesting but I prefer research that would allow them to last longer.
- Sat Jul 25, 2015 3:05 pm
- Forum: News
- Topic: Friday Facts #96 - The fixing phase
- Replies: 51
- Views: 38366
Re: Friday Facts #96 - The fixing phase
I really like the autosave feature, but truly believe it's need to be high on the agenda to make it occur in the background. It does really disrupt the gameplay flow.
With that said, awesome update. Things are working much better.
With that said, awesome update. Things are working much better.
- Thu Jul 23, 2015 5:07 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 141729
Re: Version 0.12.0
I think you hit some kind of cap if the aliens send just as many green biters as they used to send blue. Like, they would be sending even more (and would have sent way more blues before the patch), except due to lag concerns the game ensures only so many are sent. So it would help with performance ...
- Wed Jul 22, 2015 10:45 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 141729
Re: Version 0.12.0
Someone mentioned that bigger bitters were supposed to reduce the path finding employed by the aliens. Add bigger enemies and send less of them to improve the performance and keep the challenge. As one could say, no plan survives the contact with the enemy, in this case, the enemy wasn't informed t...
- Mon Jul 20, 2015 3:37 pm
- Forum: Balancing
- Topic: Why are electric furnaces so expensive?
- Replies: 53
- Views: 55529
Re: Why are electric furnaces so expensive?
My thousands of electric furnaces powered by over one thousand steam engines says hi :D My self and many others only use coal for power as solar power is too easy. I use steam early game then when I fire up my massive smelting lines electric all day long. No way can I move the coal needed plus the r...
- Mon Jul 20, 2015 12:05 am
- Forum: Resolved Problems and Bugs
- Topic: Splitters bad splitting.
- Replies: 3
- Views: 3872
Re: Splitters bad splitting.
Splitters are also broke where it no longer merges lines. a 2nd line won't inject into the first. As original poster stated, the left side is always preferred. If you have two belts coming into a splitter the right side won't merge in if the left side is full. Even when you have good movement throug...
- Fri Jul 17, 2015 10:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12] Shields insta charge
- Replies: 1
- Views: 2927
[0.12] Shields insta charge
Shields appear to charge almost instantly.
To recreate, 3 shields, 3 fusion reactors. Walk out into biter world and watch them not be able to kill you as shields instant regen. Kinda fun but a tad OP.![Shocked :shock:](./images/smilies/icon_eek.gif)
To recreate, 3 shields, 3 fusion reactors. Walk out into biter world and watch them not be able to kill you as shields instant regen. Kinda fun but a tad OP.
![Shocked :shock:](./images/smilies/icon_eek.gif)
- Fri Jul 17, 2015 6:16 pm
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 69378
Re: Friday facts #95 - 0.12 Release today
Some days it sucks to have to work. Will be on as soon as I get out of here.
- Fri Jul 17, 2015 6:03 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 141729
Re: Version 0.12.0
you've changed how inserters/belts work. If you didn't want stuff stuck on the end of a belt you created it so it only just reached the inserted emptying it. Now the inserter doesn't appear to see the belt unless its right in front of it... (it was probably a bug and should be fixed but it's going ...
- Sat Jul 11, 2015 3:55 am
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 71415
Re: Friday facts #94 - No 0.12 Release today
take your time and get it right. Don't burn yourselves out. The game is in alpha and updates should only come when you think they are ready. Don't let us pressure you. Having said that ... can you hurry up please ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Fri Jul 10, 2015 1:55 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 45189
Re: Friday Facts #93 - Furious Finish
Betting on ..... next week. ![Sad :(](./images/smilies/icon_e_sad.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)