It sounds similar to Crusader Kings 2 expansion model - up the game version, some free features for everyone (primarily QOL) and some features strictly for the expansion. I like this.
Like others said - you guys demonstrated unique level of commitment to your project, which justifies preorder of ...
Search found 123 matches
- Fri Feb 04, 2022 5:26 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 154220
- Fri Aug 14, 2020 12:01 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 130503
Re: Friday Facts #360 - 1.0 is here!
Congrats!!!
Thank you for the Spidertron!
Thank you for the Spidertron!
- Sat Aug 08, 2020 2:29 am
- Forum: Releases
- Topic: Version 0.18.45
- Replies: 8
- Views: 44100
Re: Version 0.18.45
How much money do you need to start buying out other studios and make them work your way?valneq wrote: Fri Aug 07, 2020 2:31 pm You guys are too quick with the updates. Who would ever want to play games from a different development team ever again?
- Sat Jul 18, 2020 2:02 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 68174
Re: Friday Facts #356 - Blueprint library for real
I don't play the game that much anymore, but I always read FFF - it's my mandatory post-lunchtime activity (I'm on EST, so as long as you post before 6-pm, I'm happy :)). Your journey is very inspiring and the personal bits add another layer of depth into it. Your example shows that there is a way ...
- Tue May 12, 2020 4:21 pm
- Forum: Releases
- Topic: Version 0.18.23
- Replies: 12
- Views: 12177
Re: Version 0.18.23
Could we have the bots throw grenades at biter bases when you ask them to "deconstruct" it?Construction robots throw cliff explosives from afar the same as players do, instead of dropping them at the cliff.
- Fri May 01, 2020 1:13 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 25770
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
What would happen, if the shell lands on the conveyor?
- stay in place?
- disappear? (covered by conveyor)
- move on the conveyor?
- stay in place?
- disappear? (covered by conveyor)
- move on the conveyor?
- Fri Apr 17, 2020 3:41 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 26125
Re: Friday Facts #343 - Environmental particle effects
I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead...
- Fri Jul 26, 2019 6:04 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375000
Re: Friday Facts #305 - The Oil Changes
The Oil Changes:
Too bad you seem locked in to this.
Pushing back construction bots is not a "fun" change.
The suggestion made by the user last week, to have Basic Oil Tech produce Heavy Oil only which must then must be cracked down, was the most elegant solution. You learn about the ...
- Fri Jul 26, 2019 6:02 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375000
Re: Friday Facts #305 - The Oil Changes
To people saying, that new oil processing forces new players to rebuild oil refinery for AOP. Guess what? A LOT of things in this game forces you to rebuild. Including (or most notably) getting better at the game. Unless you are a veteran and know what you are doing, you will have to rebuild. A LOT ...
- Fri Jul 19, 2019 8:11 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 277896
Re: Friday Facts #304 - Small bugs; Big changes
Obviously, new oil processing recipe is controversial. I'm a "casual Factorian" (despite ~400h on Steam) and I simply LOVE the new oil processing. Primarily because I will no longer have to worry about making sure a particular resource (solid fuel from light and heavy oil) is burned at a reasonable ...
- Fri Jun 07, 2019 12:48 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 42023
Re: Friday Facts #298 - Demo upgrade for Stable
I would think that inserting into an assembler is more "natural" than inserting into a chest. Not sure why does this have to be 1x1 entity... Would it make sense to use an assembler with a very fast process that consumes the product, but gives nothing back? The player is then "rewarded" with an ...
- Mon Mar 04, 2019 4:02 pm
- Forum: General discussion
- Topic: [0.17.x]New worm exploit/strategy
- Replies: 13
- Views: 6088
Re: [0.17.x]New worm exploit/strategy
This would work to kill a base consisting only of worms (we get those too now, which is great!). Would it make sense for the biters to randomly switch between aiming and non-aiming behavior?
- Sun Feb 03, 2019 12:37 am
- Forum: Off topic
- Topic: Wube - what is your next game?
- Replies: 1
- Views: 2493
Wube - what is your next game?
Not sure what your plans are for the future other than fine tuning Factorio, so I thought I'd ask :).
I'm truly amazed how you remained focused over all those years, perfecting the game, while consistently communicating with the community. With that approach, I strongly believe you can absolutely ...
I'm truly amazed how you remained focused over all those years, perfecting the game, while consistently communicating with the community. With that approach, I strongly believe you can absolutely ...
- Fri Jan 18, 2019 3:06 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 80164
Re: Friday Facts #278 - The new quickbar
Love the quickbar! For sure I will be turning on Ghosts when item count=0.
One thing about ghosts - when you have bots/roboports, every ghost within the range of bots gets built automatically. Is there a way that the player character could build ghosts within his building range? One thing that ...
One thing about ghosts - when you have bots/roboports, every ghost within the range of bots gets built automatically. Is there a way that the player character could build ghosts within his building range? One thing that ...
- Thu Jan 17, 2019 3:07 pm
- Forum: General discussion
- Topic: feedback: train signals are hard
- Replies: 30
- Views: 15389
Re: feedback: train signals are hard
This. It's very easy to setup a circular path. Just make sure you add the stations in the right ordernosports wrote: Thu Jan 17, 2019 1:53 pmI started my rail system with a circular rail-path, so no traffic-head-ons, so more throughput even if it means for some train to make the longer path.
- Wed Jan 16, 2019 11:51 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268228
Re: Friday Facts #266 - Cleanup of mechanics
Possible fix would be a "Garbage Requester Chest", which you could place on railroad tracks...
- Wed Jan 16, 2019 12:47 pm
- Forum: General discussion
- Topic: Iron is too needed and copper is nearly useless
- Replies: 15
- Views: 10775
Re: Iron is too needed and copper is nearly useless
I had similar thoughts... until mid-late game, when I realized my factory is seriously starving copper...
- Fri Jan 11, 2019 6:58 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 76973
Re: Friday Facts #276 - Belt item spacing & Script rendering
But does that give any advantage over a train? How would that be different?
Trains take up more space for the rail track and especially the stations
You still need a track or a conveyor for the pallets (very similar to tracks) and the pallets themselves are nothing more than a vessel, like ...
- Fri Jan 11, 2019 3:18 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 76973
Re: Friday Facts #276 - Belt item spacing & Script rendering
IRL for high throughput of bulk items over short distances we use pallets on rollers. As well as realism it'd have the advantage of still having an open belt animation and seeing what's "on" the pallet (really just an inventory with alt).
Optionally there could be the logistics challenge of ...
Optionally there could be the logistics challenge of ...
- Wed Jan 09, 2019 1:48 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 76973
Re: Friday Facts #276 - Belt item spacing & Script rendering
Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build.
I agree with this, look at nuclear power - 'perfect ...