Search found 103 matches

by Gouada
Fri Feb 23, 2024 1:04 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 30077

Re: Friday Facts #399 - Trash to Treasure

This Friday facts was awesome. Thank you devs!
by Gouada
Fri Feb 02, 2024 10:56 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 11892

Re: Friday Facts #396 - Sound improvements in 2.0

I look forwards to these updates every week. The sounds sound amazing. Thanks dev team!
by Gouada
Fri Aug 25, 2023 9:32 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65525

Re: Friday Facts #373 - Factorio: Space Age

Woohoo! Excited!!!
by Gouada
Fri Mar 20, 2020 8:41 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 87500

Re: Friday Facts #339 - Beacon HR + Redesign process

netmand wrote: ↑
Fri Mar 20, 2020 1:45 pm
I like the flattening of the design by sinking the building slightly into the ground. Dare I suggest thinking about doing the same thing to the Roboport?
I like that idea
by Gouada
Tue Dec 20, 2016 8:01 am
Forum: Spread the Word
Topic: What can I do? even more?
Replies: 1
Views: 2922

Re: What can I do? even more?

Just convince your friends to try out the demo, & then you'll be doing more than enough :mrgreen:
by Gouada
Fri Sep 23, 2016 1:13 am
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
Replies: 19
Views: 8471

Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"

slindenau wrote:
Gouada wrote:Hey MrGrim,
This is off topic but could you send me the updated auto-deploy destroyers mod? Been looking for a .14 version for a while.
Many thanks!
I released the 0.14 version a little while ago :).
Perfect thanks!
by Gouada
Thu Sep 22, 2016 5:19 am
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
Replies: 19
Views: 8471

Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"

Hey MrGrim,
This is off topic but could you send me the updated auto-deploy destroyers mod? Been looking for a .14 version for a while.
Many thanks!
by Gouada
Mon Sep 19, 2016 7:55 pm
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 23917

Re: Permanent Biter Defense

Here's clarification as to why I started the topic: I've been playing Factorio since 0.9.8 and really enjoy the game (~600 hours logged) but try to avoid using mods that aren't helper mods. My past games have been 50 to 100 hours long, with a sprawled out solar panel powered base that uses trains fo...
by Gouada
Mon Sep 19, 2016 12:20 am
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 23917

Re: Permanent Biter Defense

I'm starting to think that there may be a balance problem in Factorio atm. Factorio definitely has some balance problems, but tbh I think the ability to build a "perfect" defense would be a balance problem in and of itself. The logistical challenge of a self sustaining wall is a good one,...
by Gouada
Sat Sep 17, 2016 11:34 pm
Forum: Ideas and Requests For Mods
Topic: Picker Mod Update?
Replies: 3
Views: 1529

Re: Picker Mod Update?

Works just fine thank you Nexela!
Do you know if there is there any way to re-upload it to the mods page?
by Gouada
Sat Sep 17, 2016 7:24 pm
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 23917

Re: Permanent Biter Defense

Problem is, for every 10 hours of building or so, I need to spend 3 clearing out the biters. The problem is aggravated by how expansive my rail based base is and all the steam engines I use... :?
Would thus love to have a wall that lasts indefinitely, even if it is stupidly expensive.
by Gouada
Sat Sep 17, 2016 3:40 pm
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 23917

Re: Permanent Biter Defense

Hmm, well now I'm starting to think that there may be a balance problem in Factorio atm. With all of the most efficient (damage wise) combinations of fire, gun, and laser turrents I could think of the front row always takes damage if more than 4 biters attack. This thing is massive and expensive as ...
by Gouada
Sat Sep 17, 2016 4:02 am
Forum: Ideas and Requests For Mods
Topic: Picker Mod Update?
Replies: 3
Views: 1529

Picker Mod Update?

Hello, I was very happily using the Picker mod attached below in .13 Factorio but the mod hasn't yet been updated for .14. :cry: It adds the functionality for mousing over an entity, pressing a hotkey, and then having the item you selected go into your hand if you already have it in your inventory (...
by Gouada
Sat Sep 17, 2016 3:41 am
Forum: General discussion
Topic: Permanent Biter Defense
Replies: 32
Views: 23917

Permanent Biter Defense

Hey, Quick question here... I've been trying for hours to make an invincible wall: one where even the gigantic biters with full evolution won't damage any part of the wall when they attack. It can use whatever weapons or defenses you want, the only catch is that no robots should be involved, I want ...
by Gouada
Fri Jul 29, 2016 7:28 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 28765

Re: Friday Facts #148 - Optimizations for 0.14

Is it me or have we not gotten FFF #149 yet? This might be the first time in ~1.5 years that we get a SaturdayFF :lol:
by Gouada
Mon Jun 27, 2016 4:00 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 134784

Re: Version 0.12.35

Choo, chooo!
Join the hype train everyone, Factorio will be in the 0.13 dev stage tomorrow! :o
Choo choo chooo
by Gouada
Fri Apr 08, 2016 11:21 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 72285

Re: Friday Facts #133 - The train struggle

Honestly, I am not worried about the loader/big inserters so far as the devs seem to have a good idea of what the community likes. For trains, the grid and # of inserters per wagon must be aligned as currently it is a pain to build long train stations without fiddling around with the placement. Then...
by Gouada
Fri Apr 01, 2016 11:02 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 64186

Re: Friday Facts #132 - Side Project

Hmm I actually completely believed the post (some parts were a bit odd but I've just woken up) and then read the first page of this topic. Immediately rescanned the post, and converted Ox417072696c20466F6F6C73. Kudos to the dev team :shock: :lol:
by Gouada
Sun Mar 13, 2016 8:48 pm
Forum: Ideas and Suggestions
Topic: Two new logistics chests
Replies: 11
Views: 4060

Re: Two new logistics chests

+1 for adding filters to storage chests and then reserving those spots so that they may be used as relays. The passive requester chest is interesting but I don't think that we should add new entities to the game unless if there is a very good reason...

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