Search found 214 matches
- Sat Aug 23, 2014 7:27 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 22017
Re: Overproduction of sulfur
I'm really not interested in getting bogged down in semantics...
- Sat Aug 23, 2014 4:09 pm
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 22017
Re: Overproduction of sulfur
Smelters aren't factories though. Chemical plant recipes work like factories, except for sulfur.
- Sat Aug 23, 2014 8:37 am
- Forum: Balancing
- Topic: Overproduction of sulfur
- Replies: 18
- Views: 22017
Re: Overproduction of sulfur
You guys are missing the point; all factories produce like 2-3 spares of whatever they're set to produce even if it's not being taken out of them, but sulfur is produced until the slot is filled at 50, which is inconsistent. Probably more of a bug than balance issue though.
- Thu Aug 21, 2014 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Disassemble Items?
- Replies: 4
- Views: 23164
Re: Disassemble Items?
It would be enough if they were smeltable... wooden boxes are usable as fuel, so it doesn't seem unreasonable for burner drills or iron armor to smelt into a bar of steel.
- Wed Aug 20, 2014 3:58 pm
- Forum: Balancing
- Topic: Piercing bullets are overpriced
- Replies: 7
- Views: 16788
Re: Piercing bullets are overpriced
Or an Assault Rifle, with superior range and like +200% damage?
- Tue Aug 19, 2014 2:49 pm
- Forum: Gameplay Help
- Topic: Missing Plane Recipe?
- Replies: 8
- Views: 4681
Re: Missing Plane Recipe?
I finished the campaign, you don't get to use the plane. Tried creating one in the map editor, it's just a useless placeholder item; it does nothing.
- Mon Aug 18, 2014 6:43 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 198411
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Mod is not compatible with 0.10.7+, see https://forums.factorio.com/forum/viewtopic.php?f=14&t=5364 1) Mod filename must match the name from info.json. This check is case sensitive We silently supposed that this would happen for all mods, it should have been made more clear ... now you will get ...
- Fri Aug 15, 2014 8:13 am
- Forum: General discussion
- Topic: Starved via Throughput
- Replies: 10
- Views: 6234
Re: Starved via Throughput
I always run the belts for ore and smelted product in opposite directions, so I can ex. expand smelting westward indefinitely while expanding factories eastward. Takes a bit more underground belts but it's not like those slow down the flow.
- Mon Aug 11, 2014 2:04 pm
- Forum: Gameplay Help
- Topic: Basic strategy for taking out biter nests?
- Replies: 13
- Views: 7360
Re: Basic strategy for taking out biter nests?
Even just spamming 20 grenades on the nests works pretty well, given their splash damage lets you destroy more than one nest at a time. Tricky to do while fending off biters if you're not real good at multitasking while driving though.
- Mon Aug 11, 2014 8:41 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 226190
Re: Electric energy
Uranium isn't all that radioactive on the timescale Factorio is concerned with - in fact, depleted uranium is used for radiation shielding thanks to it's density and high halflife (4b years).
- Mon Aug 11, 2014 8:29 am
- Forum: Ideas and Suggestions
- Topic: Comprehensive overview of how artillery could be implemented
- Replies: 4
- Views: 4694
Re: Comprehensive overview of how artillery could be impleme
While artillery sounds cool and setting appropriate, I can't help but think that any feature that allows you to sit in your base while destroying biter nests is going to do more harm than good, gameplay-wise. Making it expensive, or difficult to use, or it attracts worms to burrow into your base... ...
- Mon Aug 11, 2014 8:08 am
- Forum: Ideas and Suggestions
- Topic: Make trees more visible in map
- Replies: 18
- Views: 8262
Re: Make trees more visible in map
+1 from me, too.
If the upcoming tank is able to mow through trees without damage it'll be worth crafting for that alone...
If the upcoming tank is able to mow through trees without damage it'll be worth crafting for that alone...
- Sun Aug 10, 2014 5:37 pm
- Forum: General discussion
- Topic: Difficulty presets in freeplay
- Replies: 9
- Views: 4525
Re: Difficulty presets in freeplay
Yeah but the only one I saw in there like what I was looking for is Oasis - which is too hardcore - and it's sequel - ditto. There's only 22 threads... In fact I think what I really want is a Richness setting for the starting area - so I could set all resources quite high but the starting area richn...
- Sun Aug 10, 2014 5:26 pm
- Forum: General discussion
- Topic: Difficulty presets in freeplay
- Replies: 9
- Views: 4525
Re: Difficulty presets in freeplay
I've been trying out everything at minimal settings because I felt like the fields I started with lasted forever, and I wanted something like the campaign map with the trains where you had enough to start with but ultimately needed trains, and had to defend the mining outposts against biters. Ended ...