Search found 136 matches

by Syrchalis
Mon Jun 03, 2019 11:50 am
Forum: Multiplayer
Topic: Mitspieler gesucht/ Looking for Player
Replies: 4
Views: 334

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.
by Syrchalis
Fri Jan 05, 2018 7:15 am
Forum: General discussion
Topic: Reasoning behind blue sciente huge craft time
Replies: 9
Views: 1821

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 idea anym...
by Syrchalis
Sun Jun 18, 2017 6:34 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 24455

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.
by Syrchalis
Sun Jun 18, 2017 11:19 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 10669

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...
by Syrchalis
Sun Jun 18, 2017 10:49 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 10669

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 attack consta...
by Syrchalis
Sun Jun 18, 2017 10:20 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 24455

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...
by Syrchalis
Sun Jun 18, 2017 3:43 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 24455

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...
by Syrchalis
Thu Jun 15, 2017 2:41 pm
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 10669

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...
by Syrchalis
Thu Jun 15, 2017 2:30 pm
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 10669

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...
by Syrchalis
Thu Jun 15, 2017 12:24 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 10669

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 directly re...
by Syrchalis
Thu Jun 15, 2017 12:06 am
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 85597

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...
by Syrchalis
Wed Jun 14, 2017 9:47 am
Forum: General discussion
Topic: Inspirational early game builds
Replies: 10
Views: 2576

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, ...
by Syrchalis
Mon Jun 12, 2017 10:31 pm
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 3033

Re: [Problem] RSO Resource Gen.

It has become a lot better already.
by Syrchalis
Fri Jun 09, 2017 3:42 pm
Forum: General discussion
Topic: Inspirational early game builds
Replies: 10
Views: 2576

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 game less ted...
by Syrchalis
Fri Jun 09, 2017 2:24 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 487
Views: 129145

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...
by Syrchalis
Thu Jun 08, 2017 1:17 pm
Forum: Gameplay Help
Topic: Need help with transition to mega-factory
Replies: 9
Views: 2310

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?
by Syrchalis
Thu Jun 08, 2017 12:14 am
Forum: Gameplay Help
Topic: Need help with transition to mega-factory
Replies: 9
Views: 2310

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.
by Syrchalis
Wed Jun 07, 2017 11:15 pm
Forum: Resource Spawner Overhaul
Topic: Oil limited to 5-10 (Bug?)
Replies: 4
Views: 773

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.
by Syrchalis
Wed Jun 07, 2017 11:06 pm
Forum: Gameplay Help
Topic: Need help with transition to mega-factory
Replies: 9
Views: 2310

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...
by Syrchalis
Wed Jun 07, 2017 10:23 pm
Forum: Resource Spawner Overhaul
Topic: Is there enough oil for megabases?
Replies: 5
Views: 1943

Re: Is there enough oil for megabases?

Technically in theory also minimum %-ages should increase on oil wells as you go away from center. I'm not 100% sure how it is supposed to work so it's possible I didn't add something when spawning entity. Or I misunderstood the whole thing in release notes ;) Oil is supposed to be rare with RSO. V...

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