We're considering adjusting the rules for which buildings in a territory provoke an attack because we have some options, such as: all structures (the current rule), active structures, or only mining structures.
I hope you go with active structures. It's be a fun mechanic if you could detect them ...
Search found 23 matches
- Fri Sep 20, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 39802
- Fri Apr 05, 2024 2:52 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 31403
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I'd just like to chime in that I also like knowing where my items are and would like some kind of option to find what chests on the network have them.
- Mon Jul 20, 2020 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Increase player reach for things you can do with blueprints
- Replies: 4
- Views: 2045
Re: Increase player reach for things you can do with blueprints
Couldn't one also argue that placing a power pole, placing a power-pole ghost, and placing a power-pole blueprint, are essentially the same action?
No.
placing a power-pole ghost, and placing a power-pole blueprint, are essentially the same action?
Yes. They should, and do, have the same ...
- Mon Jul 20, 2020 5:59 am
- Forum: Ideas and Suggestions
- Topic: Increase player reach for things you can do with blueprints
- Replies: 4
- Views: 2045
Increase player reach for things you can do with blueprints
TL;DR
Allow players to set the recipes of assemblers (and configure combinators/inserters/etc.) with unlimited range.
What ?
I can think of 3 ways to set the recipe of a building and they don't all have the same functioning range
Interacting directly with the building to set the recipe ...
Allow players to set the recipes of assemblers (and configure combinators/inserters/etc.) with unlimited range.
What ?
I can think of 3 ways to set the recipe of a building and they don't all have the same functioning range
Interacting directly with the building to set the recipe ...
- Fri Jun 14, 2019 8:20 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 31069
Re: Friday Facts #299 - Everything is more complex than expected
The bug report graph per day is a little deceptive since people obviously play more on the weekend. Also, Kathrine of Sky was hosting an MMO event which means any crash there gets amplified in it's reporting. If possible, it'd be nice to see hours played / crash.
- Sat Jun 08, 2019 10:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Game crash during KoS MMO event
- Replies: 11
- Views: 3768
Re: Game crash during KoS MMO event
This is what actually caused the crash. Simple train loop with 2 stops. I think the train has to be in two railblocks chasing it's own tail and it gets confused trying to stop or something. I've attached a save file. Just start the train and wait for it to get up to speed.
- Fri May 03, 2019 6:25 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 65470
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
I think your pricing strategy is admirable and is the right thing to do.
However, it might not be the best thing for the company/game/community. A while ago I learned about the J.C. Penney Effect (summarized well by Extra Credit on Youtube but he focuses on how perceptions of fairness can be ...
However, it might not be the best thing for the company/game/community. A while ago I learned about the J.C. Penney Effect (summarized well by Extra Credit on Youtube but he focuses on how perceptions of fairness can be ...
- Fri Feb 01, 2019 5:41 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 105275
Re: Friday Facts #280 - Visual Feedback is the king
I like the idea of the AND/OR visualization, but it's still are confusing. These are binary operators that exist between conditions, not on the same line as each.
- Fri Nov 30, 2018 4:18 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 58002
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
How do you plan on handling fluid systems with more than one type of fluid in them? It'd be great if that was somehow prevented, but I've also seen some pretty cool systems that exploit a universal fluid system.
- Fri Sep 28, 2018 11:52 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 60534
Re: Friday Facts #262 - Hello my name is: Compilatron
I hope we can see the robot's chat bubbles reused for player chat bubbles. When doing large multiplayer games, it's hard to keep track of the chatlog and remember who is working near you and know which chat is meant for you vs someone across the map.
- Fri Aug 03, 2018 9:23 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 96955
Re: Friday Facts #254 - No research queue for you
Rebuttal to the "Cons" list.
The newly unlocked recipes might be overlooked (It is solvable by some kind of pop-up, but it is far from perfect).
I've played the game an awful lot. This is not a problem. I understand that not everyone knows the game super well, but are people really just going to ...
The newly unlocked recipes might be overlooked (It is solvable by some kind of pop-up, but it is far from perfect).
I've played the game an awful lot. This is not a problem. I understand that not everyone knows the game super well, but are people really just going to ...
- Wed Jun 06, 2018 6:40 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 71172
Re: Friday Facts #245 - Campaign concept
please change it so you never unlock a recipe that you can't use.
That issues is more complex than you think it is. More lines make the tech tree more difficult to read, and many technologies would end up containing only one recipe because the others have different requirements.
While I agree ...
That issues is more complex than you think it is. More lines make the tech tree more difficult to read, and many technologies would end up containing only one recipe because the others have different requirements.
While I agree ...
- Tue Jun 05, 2018 3:05 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 71172
Re: Friday Facts #245 - Campaign concept
If you want to make the tech tree so it's more understandable for new players, please change it so you never unlock a recipe that you can't use. It boggles my mind that the current tree is "intended behavior."
https://forums.factorio.com/viewtopic.php?f=23&t=33612
https://www.reddit.com/r/factorio ...
https://forums.factorio.com/viewtopic.php?f=23&t=33612
https://www.reddit.com/r/factorio ...
- Thu Feb 22, 2018 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Trains creep forward even if no path.
- Replies: 5
- Views: 3087
[kovarex] [0.16.25] Trains creep forward even if no path.
Very minor and specific bug, but perhaps there's larger implications for what's causing this that I don't understand.
How to recreate:
Create a rail loop with 2 stations A, B immediately adjacent to each other.
Add a train with both stations in its list with "Wait until 0 seconds pass" so it ...
How to recreate:
Create a rail loop with 2 stations A, B immediately adjacent to each other.
Add a train with both stations in its list with "Wait until 0 seconds pass" so it ...
- Sat Dec 16, 2017 2:40 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 68017
Re: Friday Facts #221 - 0.16 is out
It was before my time, but from what I hear, belts use to lose compression just going around corners. People had to come up with crazy splitter contraptions or upgrading just the corners. But you guys fixed that and it was great. Nobody would ever say that belt corners had great "emergent-gameplay ...
- Fri Mar 03, 2017 9:33 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 77067
Re: Friday Facts #180 - Map interaction
Small request for the electric grid map, draw each electric grid in a different color. Too often, you accidentally clip a pole or forget to hookup your new steam/solar to the main grid. If each separate electric grid had it's own unique color, you'd be able to spot these problems a lot sooner ...
- Fri Feb 03, 2017 10:19 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 53648
Re: Friday Facts #176 - Belts optimization for 0.15
I'm excited for the new belt optimization changes, however, I have one question.
With 0.15 you will never ever have to build underground belts for the sake of performance :) Factorio's heart is beating nicely now and will not distract from blueprinting the truly important things.
Currently, if you ...
With 0.15 you will never ever have to build underground belts for the sake of performance :) Factorio's heart is beating nicely now and will not distract from blueprinting the truly important things.
Currently, if you ...
- Fri Dec 16, 2016 5:55 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 74069
Re: Friday Facts #169 - Combat revisit 2
I feel like turret creep is a problem, not because turrets are too strong, but because player damage is too weak. Players simply do not have the tools to take on a base.
With assemblers, early game 1 player = 2 assembler. With turrets, it's completely reversed 2 players = 1 turret. Conservation of ...
With assemblers, early game 1 player = 2 assembler. With turrets, it's completely reversed 2 players = 1 turret. Conservation of ...
- Tue Dec 06, 2016 8:44 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 64366
Re: Friday Facts #167 - Reactors Operational
I know you don't know what ratios you'll end up using eventually, but please make them better than the current ones. I know most people think 1:14:10 is the best, but I find that 1:13:10 is better on many counts . Please pick numbers so people won't get stuck with wrong/bad ideas about how math ...
- Wed Oct 26, 2016 9:29 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 56386
Re: Friday Facts #161 - Infinite Research and Blueprint Library
Bump. I'm still curious about the answer.GuiltyBystander wrote:How do you plan to do infinite research for normal/stack inserter bonus? This one is slightly different because every level of tech isn't the same.