Search found 137 matches
- Sun Jul 12, 2020 9:17 am
- Forum: Duplicates
- Topic: [0.18.35] Sliders show last value instead of current
- Replies: 0
- Views: 732
[0.18.35] Sliders show last value instead of current
When creating a map the tooltip for sliders for the map settings show the last selected value instead of the currently selected one. This means, if the slider is at 100% and you move it to 75%, it still shows 100%. When you move it back to 100% (from 75%) it shows 75%. This happens for all sliders. ...
- Mon Jun 03, 2019 11:50 am
- Forum: Multiplayer
- Topic: Mitspieler gesucht/ Looking for Player
- Replies: 4
- Views: 2559
Re: Mitspieler gesucht/ Looking for Player
I can offer you teamspeak or discord for voice. I'm a veteran factorio player, but I haven't played in a long while, so I need to relearn a lot.
We can talk german, as this is my native language, I simply write this post in english in case other people are reading it.
We can talk german, as this is my native language, I simply write this post in english in case other people are reading it.
- Fri Jan 05, 2018 7:15 am
- Forum: General discussion
- Topic: Reasoning behind blue sciente huge craft time
- Replies: 9
- Views: 5057
Re: Reasoning behind blue sciente huge craft time
Reason is simple: Automation The game teaches you to automate by making the process of creating science more and more "tedious" (in quotes because it's not ACTUALLY tedious... just if you would hand-craft it). New players might attempt to handcraft green science, which is not really a good...
- Sun Jun 18, 2017 6:34 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 56982
Re: Friday Facts #195 - Poles re-design
Oh yes, that's a very important argument I forgot:
The weird diagonal medium pole we have now is great because it's very easy to distinguish from the small and large power pole. And any other structure for that sake.
The new icons for warnings I like though.
The weird diagonal medium pole we have now is great because it's very easy to distinguish from the small and large power pole. And any other structure for that sake.
The new icons for warnings I like though.
- Sun Jun 18, 2017 11:19 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 26304
Re: Pollution is counter-intuitive?
Show me a game where you are actually in threat of DYING to biters. Easy. You mentioned X-COM: Enemy Unknown, a game I'm not familiar with. However, I am familiar with Xenonauts, X-COM: UFO Defense (the original from 1994), X-COM Apocalypse, and X-COM: Interceptor (an abomination similar in both ga...
- Sun Jun 18, 2017 10:49 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 26304
Re: Pollution is counter-intuitive?
The OP read as: "I'm a carebear who refuse to admit it. I don't want to deal with biters, but I want to play with default settings to feel like the real deal. Therefore pollution is bad" /thread https://forums.factorio.com/viewtopic.php?f=6&t=49041 I want biters to be a lot harder and...
- Sun Jun 18, 2017 10:20 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 56982
Re: Friday Facts #195 - Poles re-design
Players hate change, and demand it in equal measure. True. And if they go live like that (which they don't as they said they are still working on them) I doubt we would really hate them that much. Though if we stay among the new content we can more or less accurately say which we like more. If we c...
- Sun Jun 18, 2017 3:43 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 56982
Re: Friday Facts #195 - Poles re-design
I can absolutely live with the big power pole. I like the small wooden one a lot, since I really really hate the one currently in the game. But the medium one, I guess I could live with 2a, but 2b, oh dear. My main problem with power poles is that they look more like radio stations. Lots of metal, l...
- Thu Jun 15, 2017 2:41 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 26304
Re: Pollution is counter-intuitive?
True, but you can detect those kinds of things via script, and alter the evo factor via script. Also, you can, to my understanding, manipulate attacks via script, and I think you can entirely disable innate attacks and script them instead, so that isn't impossible to change via modding. That is bes...
- Thu Jun 15, 2017 2:30 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 26304
Re: Pollution is counter-intuitive?
Sorry to say this, but you guys are absolutely missing the points here or have no sense for what good design is or what is not. Pollution does not make any sense. Granted, most of Factorio is very well designed, but pollution is not. Difficulty in a game should go up with time. Take a campaign in St...
- Thu Jun 15, 2017 12:24 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 26304
Pollution is counter-intuitive?
I want to like the mechanic, not just because of the moral value, but also because of the general idea of "pollution bothers biters -> biters attack" but I feel like the mechanic is falling short in many ways. TL;DR: It's just not an elegant solution. Evolution (aka difficulty) should be d...
- Thu Jun 15, 2017 12:06 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 159416
Re: RTS direction
The radar view has made this game incredibly suitable for some real RTS elements (like controllable units to defend or attack). Especially the fact that radar view has to be ESTABLISHED and MAINTAINED while costing some relevant energy (especially early) makes this particularly unique compared to ot...
- Wed Jun 14, 2017 9:47 am
- Forum: General discussion
- Topic: Inspirational early game builds
- Replies: 10
- Views: 8102
Re: Inspirational early game builds
AntiElitz sure is a good speed runner, and I agree with the copper. In my current game I had set up nearly everything to start with the huge main bus, including iron smelting, before I had electric drills on copper. I had medium Power Poles (120 green science) and Advanced Smelting (steel furnaces, ...
- Mon Jun 12, 2017 10:31 pm
- Forum: Resource Spawner Overhaul
- Topic: [Problem] RSO Resource Gen.
- Replies: 16
- Views: 8394
Re: [Problem] RSO Resource Gen.
It has become a lot better already.
- Fri Jun 09, 2017 3:42 pm
- Forum: General discussion
- Topic: Inspirational early game builds
- Replies: 10
- Views: 8102
Inspirational early game builds
My latest game, combined with the latest Xterminator video has inspired me to make this thread. What early game builds have inspired you? When have you thought "damn, why didn't I think of this?" Or when did you simply realize how helpful a small little build could be to make the early gam...
- Fri Jun 09, 2017 2:24 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 574
- Views: 318802
Re: Thank you (Make the dev-team happy today!)
Thank you developers for the latest patch and the many small things in it. You know how some developers get even death threats from players? Well, I want to do the opposite. I wish you all very well for making such a great game with so much depth and fun, while still being original and always open t...
- Thu Jun 08, 2017 1:17 pm
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 6814
Re: Need help with transition to mega-factory
Those are some good starting points, let's hope I can translate them to concrete solutions for my future bases. Wouldn't mind more ideas and tips though, can't have enough of those, right?
- Thu Jun 08, 2017 12:14 am
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 6814
Re: Need help with transition to mega-factory
I usually have a main bus like that, but once you start making like 600 processing units a minute, 4000 advanced circuits per minute you just need sooooo many raw materials.
The processing unit array alone swallows three to four blue belts of green circuits.
The processing unit array alone swallows three to four blue belts of green circuits.
- Wed Jun 07, 2017 11:15 pm
- Forum: Resource Spawner Overhaul
- Topic: Oil limited to 5-10 (Bug?)
- Replies: 4
- Views: 2403
Re: Oil limited to 5-10 (Bug?)
Seems fixed, nice work. Was a bit frustrating to see the vanilla.lua not actually affect the game much, but now it's all good.
- Wed Jun 07, 2017 11:06 pm
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 6814
Need help with transition to mega-factory
I've been playing with SyncViews a lot lately and while he is a seasoned Factorio Veteran (~1000 hours, compared to my 350) we still ran into problems when we were upscaling our factory. I ask less for our multiplayer game, as we are two smart people who will probably figure it out, but more for mys...