Search found 1498 matches

by Deadly-Bagel
Tue Jun 28, 2022 10:32 am
Forum: Balancing
Topic: Weapon Balance
Replies: 13
Views: 4280

Re: Weapon Balance

If you use armour piercing rounds on a target with no armour, the piercing has no effect. This is why it remains balanced early because it does no extra damage. Necro aside, no, AP rounds just do more physical damage. It does do significantly more damage against armour because of the flat resist, b...
by Deadly-Bagel
Wed Jan 15, 2020 10:51 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 20039

Re: Friday Facts #329 - Campaign reassessment

What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were still a number of buildings standing, but power was dead and a lot of the assembly line had been destroyed. That type of hand-holding is great for some players, who like ...
by Deadly-Bagel
Mon Jan 13, 2020 10:10 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 20039

Re: Friday Facts #329 - Campaign reassessment

Wow, it has been a long time since I played the campaign. I only briefly played the new one, but then realised I had mods enabled that made it impossible to finish xP What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were stil...
by Deadly-Bagel
Sun Nov 10, 2019 2:17 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 45102

Re: Friday Facts #320 - Color correction

While we're on the subject of night, can we consider increasing the light level that nightvision toggles? Currently there's a weird time of day where it's too dark to see comfortably, but nightvision hasn't enabled itself. We can mod this, but it'd be nicer to have a slider in the options or somethi...
by Deadly-Bagel
Sun Sep 29, 2019 9:47 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 30442

Re: Friday Facts #314 - 0.17 stable

(Honestly, blueprints take away far more than belt planning would...) Blueprinting in itself doesn't, I think. The point of blueprinting is along the lines of "if you can do it once, you can do it again" so once you find a nice setup you can blueprint it and use it next time without havin...
by Deadly-Bagel
Mon Nov 12, 2018 5:16 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30116

Re: Friday Facts #268 - The modern Biter

Yeah, the basics are there. Tough melee brawlers, feeble ranged %&$!ers, slowly get more powerful until there's also a damage sponge. I guess you could also add a "hunter" that doesn't care about pollution but that will try to kill the player on sight, but it would just make the game m...
by Deadly-Bagel
Wed Sep 26, 2018 9:06 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 27674

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: 27674

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....
by Deadly-Bagel
Fri Aug 31, 2018 10:40 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 40721

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 i...
by Deadly-Bagel
Fri Aug 17, 2018 3:00 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 31758

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: 20012

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...
by Deadly-Bagel
Mon Jul 30, 2018 4:11 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 20012

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: 20012

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: 3372

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: 93
Views: 30830

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 getti...
by Deadly-Bagel
Thu Jul 19, 2018 4:44 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 20012

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: 2451

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: 4707

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: 4707

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: 166
Views: 39654

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...

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