... The thread is 7 years old... why necro it?BraveCaperCat wrote: βWed Nov 13, 2024 5:01 pm Note that this feature/balance request already applies in the 2020 trailer.
Search found 72 matches
- Wed Nov 13, 2024 10:22 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 38923
Re: Please make trains able to run over evolved aliens
- Fri Sep 20, 2024 6:23 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 156
- Views: 33286
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
The freezing planet had flying enemies and among them were the jelly-like enemy from FFF-367, however since then these enemies have been dropped from the game. The last planet has a delicate mix of challenges and although we found a way to add enemies to the mix in an interesting way, it would make...
- Fri Sep 06, 2024 5:18 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 36675
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
What if personal lasers (and/or lasers in general) did more damage/damage ramped up the longer they were focused on a target?
I mean from a physics standpoint, it makes sense, you're heating up, weakening, and melting a path through 'em.
I mean from a physics standpoint, it makes sense, you're heating up, weakening, and melting a path through 'em.
- Fri Mar 15, 2024 6:52 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 34831
Re: Friday Facts #398 - Fulgora
Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Are you referring to this one? https://mods.factorio.com/mod/AbandonedRuins It still works, afaik. I use it in my game plays without issue. There wa...
- Fri Feb 16, 2024 7:20 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 34831
Re: Friday Facts #398 - Fulgora
Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Does anyone else get Kenshi vibes from the structures? The rounded-ness, the desolate sand, the audio track? Absolutely one of my favourite games for...
- Tue Jan 31, 2023 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Personal logistics tweaks
- Replies: 0
- Views: 794
Personal logistics tweaks
Ok, so I'm probably ~50 hours into my second stab at Space Exploration (first one used Krastorio and a bunch of other mods, and I abandoned after getting lost regarding what to do some time back). I'm at the point where I'm actually in space/orbit, and I realized what a pain the number of items I ha...
- Fri Nov 13, 2020 7:48 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 108963
Re: Friday Facts #363 - 1.1 is getting close
Good grief, these updates are gorgeous.
- Fri Aug 21, 2020 4:39 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 119378
- Fri Aug 07, 2020 6:23 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 110256
Re: Friday Facts #359 - Crash site: The beginning
What happens if you blueprint the crash site?
- Fri Feb 14, 2020 5:30 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28751
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Absolutely beautiful, well worth the effort!
- Fri Nov 08, 2019 7:10 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 85291
Re: Friday Facts #320 - Color correction
Just some attempted constructive criticism here. The new changes are welcome as far as I'm concerned, especially on the map views. Trees with actual different colors? Beautiful. Things do look a tad oversaturated/etc., but that said, the wooden boxes, and the stone tiles look distinctly worse under ...
- Sat Apr 13, 2019 11:12 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 20749
Re: [0.15.5] No confirmation prompt on deleting a blueprint book
With how insanely detail oriented the devs are, I'm blown away this hasn't been implemented. Just ran across this thread, after you guessed it, nuking my entire BP book (by accident of course). Loaded last auto-save, but the BP's books are independent of the saves... Checked the roaming/factorio dir...
- Tue Jan 29, 2019 11:09 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 86127
Re: Friday Facts #279 - Train GUI & Modern Spitter
It is great that this awesome game is still being developed and not only with a few changes that can be implemented easily but groundbreaking improvements and well-wrought balancing. BUT while I read so many posts about new stuff I ask myself the question WHEN will it be implemented? I am not playi...
- Sat Jan 26, 2019 4:00 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 86127
Re: Friday Facts #279 - Train GUI & Modern Spitter
No station skipping conditions? I am truly disappointed... Was a perfect opportunity but you just missed it... Yes, this! For station skipping, a perfect use case is refueling stations! Or trains with multiple mine locations with the same name skip the stations if the wagons are already full (and a...
- Fri Jan 25, 2019 9:34 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 86127
Re: Friday Facts #279 - Train GUI & Modern Spitter
Looking good. I'm still hoping that we'll get a way to select their next station based on some criteria (IE, an iron ore train goes to stations that need iron ore), though. I had actually written a blueprint/method of doing this with the circuit network (IE: common name for all iron ore mines, comm...
- Fri Jan 25, 2019 8:52 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 86127
Re: Friday Facts #279 - Train GUI & Modern Spitter
Regarding the new combat changes/graphics/etc., the fight looks great, but the graphics look awkward from my vantage point. I agree with the post saying the worms look a little bit too smooth. The GFX really fall apart though when they die and flop over, it just looks like they were awkwardly overla...
- Sun Jan 20, 2019 10:47 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1053917
- Sat Jan 05, 2019 11:58 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1053917
Re: Factorio Roadmap for 0.17 & 0.18
Likely some date before 01-Feb-2019 .lordaeron1 wrote: βSat Jan 05, 2019 9:47 pm stated as January 2019... what date exactly? can't wait to get back to factorio.
- Fri Sep 07, 2018 9:04 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46506
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
If those worms are now 'tunnelers' rather than completely stationary... How about underground migration where only the worms are capable of this stealth approach. A very slow migration and radar can detect them within range. Turrets etc can shoot them if they are detected, otherwise they're capable...
- Fri Sep 07, 2018 5:34 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46506
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
I hope we can see a few new types of enemies for 0.17. I didn't see it on the road-map, but for all of us who need an adversary to feel the game-play has purpose, the very limited biter options leaves one wanting. I'd love to see a flying enemy of some sort (of even if worms puked up something that ...