Search found 1492 matches

by Deadly-Bagel
Wed Sep 26, 2018 9:06 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 6248

Re: Friday Facts #261 - Performance + New player interaction

This might help you to understand : https://forums.factorio.com/viewtopic.php?p=357145#p357145 The question is : should the game be designed for the 5-ish % of the population who has some kind of colour blindness in mind ? I don't realize how much an effort it would be for the devs to add ... whate...
by Deadly-Bagel
Mon Sep 24, 2018 12:40 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 6248

Re: Friday Facts #261 - Performance + New player interaction

https://us1.factorio.com/assets/img/blog/fff-261-current-tutorial-2.png Please stop using red over green and brown, those arrows are very difficult for me to see. Additionally in this situation, red is generally an indicator of "something is wrong" and could potentially be misinterpreted. Very happ...
by Deadly-Bagel
Fri Aug 31, 2018 10:40 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 144
Views: 10591

Re: Friday Facts #258 - New autoplace

It did seem like one oil setting would give you 2 oil wells within 200 tiles and the next setting up would give you 30. Finer controls will definitely be appreciated. Perhaps a lot of the problems came from the "exploration" side however. The range of a Radar isn't actually that far when it came to ...
by Deadly-Bagel
Fri Aug 17, 2018 3:00 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 10154

Re: Friday Facts #256 - The little things 3

Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base This. Also good to see future players won't do what I did when I opened my production statistics ...
by Deadly-Bagel
Wed Aug 01, 2018 9:50 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 4993

Re: Aren't construction bots available too late?

What are we, a bank? "We won't give you a loan until you can prove you don't need it." There's no bank in factorio... While I don't care to try to convince you that arduous repetitive tasks past the 15th playthrough are not fun in any way, I do have to point out that you COMPLETELY missed the point...
by Deadly-Bagel
Mon Jul 30, 2018 4:11 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 4993

Re: Aren't construction bots available too late?

Yeah but they don't come up in Steam. Mainly the 20mill Electronic Circuit one is painful, it's difficult to actively try to get. I mean you can, but really what's the difference between that and just building a big factory? Everything needs circuits. Perhaps a flag could be included in a mod that s...
by Deadly-Bagel
Mon Jul 30, 2018 10:05 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 4993

Re: Aren't construction bots available too late?

Initial cost being high is not really an issue, and the usability is tremendously high. The same thing about prohibitive entry cost can be said about solar panels, MK3 modules and beacons. I tried Solar Panels post-nuclear update, they are also quite painful to build since science now requires a LO...
by Deadly-Bagel
Mon Jul 23, 2018 9:28 am
Forum: General discussion
Topic: logic behind requester chest amount when pasted
Replies: 16
Views: 1067

Re: logic behind requester chest amount when pasted

Hmm, I can see the logic behind both arguments, though personally if I put a blueprint down I expect those 400 Transport Belts to already be built and in a chest - I think when I hit Express Belts I stockpile 2,000 belts, 200 Underground Belts and 50 Splitters, the same goes for all my nuclear stuff...
by Deadly-Bagel
Fri Jul 20, 2018 1:58 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 91
Views: 8463

Re: Friday Facts #252 - Sound design & Map editor

I tried to use the map editor a few months ago, found a ton of just little annoyances (try creating a "pool" of nothingness and see what it does to the map) and gave up. It was unintuitive, clunky, and the process of loading in to playtest was a pain for fine-tuning. Glad to see it's getting some at...
by Deadly-Bagel
Thu Jul 19, 2018 4:44 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 4993

Re: Aren't construction bots available too late?

I don't necessarily mind the required ingredients, oil isn't hard to get and you only need 1 Refinery to make your first few bots - put the blueprint down and manually place the first one, it's only a little fiddly. My problem with them is their initial cost vs usability. They're not so bad from sta...
by Deadly-Bagel
Mon Jul 16, 2018 4:34 pm
Forum: Balancing
Topic: wood stacking raw vs cut
Replies: 5
Views: 871

Re: wood stacking raw vs cut

No, the biggest consideration is using bots to clear trees. It used to stack to 50 but it was a real pain with how often you had to clear your inventory. I thought it was 200 now? Been a while since I played, maybe that was Bob's Mods.
by Deadly-Bagel
Tue Jul 10, 2018 4:00 pm
Forum: Balancing
Topic: Robot follower count is silly.
Replies: 10
Views: 891

Re: Robot follower count is silly.

Unfortunately it's not likely to get any better, they already did the combat rebalance. It's certainly an improvement but it's still not great.
by Deadly-Bagel
Wed Jul 04, 2018 9:04 am
Forum: Balancing
Topic: Robot follower count is silly.
Replies: 10
Views: 891

Re: Robot follower count is silly.

Damage only gets to 100% bonus after a considerable science investment, and after that a measly 30% bonus for infinite research starting at 1,000 of each pack and doubling for each level from there. On the other hand, for the same research investment (in lower tier science packs) to get damage to 10...
by Deadly-Bagel
Fri Jun 29, 2018 4:04 pm
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 162
Views: 14726

Re: [0.12.29] Starting in the middle of an ocean

Yeah, it's an old issue, but one common to procedurally generated maps, especially when it includes impassable terrain. It would take some pretty complex calculations to check for this sort of thing, which would slow down the map speed and take time to develop. Overall it's a pretty rare and low-imp...
by Deadly-Bagel
Wed Jun 27, 2018 9:00 am
Forum: Won't implement
Topic: Range Research
Replies: 9
Views: 318

Re: Range Research

Except for the people who are all for infinite range upgrades. I don't think that's so much the problem as it is for the potential for infinite research... I don't think the system is set up in a way to disallow infinite research for this specifically. Still, is there no way we could have this at l...
by Deadly-Bagel
Tue Jun 26, 2018 8:51 am
Forum: Won't implement
Topic: Range Research
Replies: 9
Views: 318

Range Research

A little while ago I wrote a small mod to rework much of the combat to be a bit less straightforward, and one of the things I really wanted to do was implement a research to increase the range of the rocket launcher. The problem with damage research is the shells start at say 3 shells to kill a spaw...
by Deadly-Bagel
Thu Jun 14, 2018 9:03 am
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 2723

Re: Early game modular armor rebalance

The devs have stated (in private conversation, but fuck it, it's not a secret) that Electric trains that draw power from a grid when the train is on a tile with a grid won't happen because the train would constantly need to check "Am I powered?" every time it moved (which is every tick the train is...
by Deadly-Bagel
Tue Jun 05, 2018 9:06 pm
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 2723

Re: Early game modular armor rebalance

I don't see it as much of a problem. Currently we rush Fusion Reactors, because they're required to get personal robots running with any sort of efficiency, but really they require quite a lot of material. Perhaps allowing a modest draw from power networks would alleviate some of that rush, but it w...
by Deadly-Bagel
Thu May 24, 2018 2:11 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 12252

Re: Friday Facts #243 - New GUI tileset

The process doesn't have to be automatic, and the only relevant data is the email address which can be edited out yourself. Perhaps Wube have IP address logs somewhere but those can be cleared on demand. If you've put any personal info in posts then you can go back and edit those posts as necessary.
by Deadly-Bagel
Mon May 21, 2018 11:44 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 12252

Re: Friday Facts #243 - New GUI tileset

Though it doesn't make sense that you use a pickaxe to cut down trees... I wouldn't say your mining axes add a whole lot to your mods Bob. Within a few hours of starting a game the only thing you use it for is cutting down trees and picking up machines, belts, rails etc and the absurd speeds your ax...

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