Search found 300 matches

by Marconos
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.
by Marconos
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.
by Marconos
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.
by Marconos
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.
by Marconos
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...
by Marconos
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.
by Marconos
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...
by Marconos
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.
by Marconos
Thu Jul 30, 2015 11:28 pm
Forum: Duplicates
Topic: [0.12] Over-long Building Name
Replies: 1
Views: 3498

Re: [0.12] Over-long Building Name

Already noted and fixed for next release

https://forums.factorio.com/forum/vie ... 30&t=14074
by Marconos
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.
by Marconos
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.
by Marconos
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 ...
by Marconos
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...
by Marconos
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...
by Marconos
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...
by Marconos
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. :shock:
by Marconos
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.
by Marconos
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 ...
by Marconos
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 :D
by Marconos
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. :(

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