Search found 44 matches
- Fri Aug 26, 2016 7:35 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 50399
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Ideas for vehicle equipment modules: Plow - [medium] allows the vehicle it's on to push through obstacles with less resistance or damage to itself Fuel Feeder -[medium] allows the vehicle to run on fuel from its inventory (or trains from the inventory of the closest attached cargo wagon) (would reco...
- Fri Mar 11, 2016 5:12 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149346
Re: Friday Facts #129 - The late game
- Create a deep mining well , like the oil well, scattered around the map, where you can put the deep mining drill that has bigger numbers. I think that's my favorite. So you'd basically have your regular patches that produce regular ore, then you'd have the deep sites produce dirty ore indefinitel...
- Fri Jun 05, 2015 4:48 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 63467
Re: Friday Facts #89 Timetables
Those turrets look really nice!
- Tue Mar 17, 2015 6:10 pm
- Forum: General discussion
- Topic: Latency Hiding in Multiplayer
- Replies: 2
- Views: 2761
Re: Latency Hiding in Multiplayer
Oh snap.
Seems I must have spelled it incorrectly while searching. Thanks for pointing that out!
Seems I must have spelled it incorrectly while searching. Thanks for pointing that out!
- Tue Mar 17, 2015 3:34 pm
- Forum: General discussion
- Topic: Latency Hiding in Multiplayer
- Replies: 2
- Views: 2761
Latency Hiding in Multiplayer
Is there a target version for the implementation of latency hiding? I'm guessing it's pretty complex, I'd love to hear more about it. That input ... action delay is pretty irritating. Not trying to be a pain about it, I don't even know if it's planned or possible since they haven't really talked abo...
- Tue Mar 03, 2015 9:25 pm
- Forum: General discussion
- Topic: Endgame concerns[POLL]
- Replies: 46
- Views: 22870
Re: Endgame concerns[POLL]
I find the whole space factory idea kind of bizarre. Seems like a really awkward thing to plop into the game flow, especially as an end goal.
- Tue Feb 03, 2015 6:42 pm
- Forum: General discussion
- Topic: What's your hotbar look like?
- Replies: 12
- Views: 6651
Re: What's your hotbar look like?
Early game:
Belt - Inserter - LH Inserter - Splitter - UG Belt --- Sm Elec. Pole - Repair Pack
Shuffle other stuff in and out depending on what I'm doing, upgrade to faster/better variants once that's automated and scaled.
Late game:
The same, plus a bunch of blueprints.
Belt - Inserter - LH Inserter - Splitter - UG Belt --- Sm Elec. Pole - Repair Pack
Shuffle other stuff in and out depending on what I'm doing, upgrade to faster/better variants once that's automated and scaled.
Late game:
The same, plus a bunch of blueprints.
- Sat Jul 26, 2014 2:34 am
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 50550
Re: Friday Facts #44 - Decision making
I really like the style Factorio has going for it, kinda feels like "Cobbled Sci-Fi". But I don't really get the right kind of vibe from any of those tanks, sorry.
- Tue Jul 22, 2014 2:57 pm
- Forum: News
- Topic: Friday Facts #43
- Replies: 34
- Views: 30023
Re: Friday Facts #43
If A and B order to build the building on the same location in tick 101, the tick is executed in 101+latency (lets say latency is 5), so in tick 106 it is executed, but every player executes tick 106 only when it has inputs from tick 101 from all players confirmed. In that moment, it executes the a...
- Sat Jul 12, 2014 5:23 pm
- Forum: News
- Topic: Friday Facts #42
- Replies: 30
- Views: 26733
Re: Friday Facts #42
For what it's worth, i'd prefer fuzzy, less accurate shadows if it meant they'd actually follow the light cycle correctly.
- Mon Jun 16, 2014 8:40 pm
- Forum: News
- Topic: Friday Facts #38
- Replies: 36
- Views: 29430
Re: Friday Facts #38
The turret bug is very game breaking for 0.10.0 for me as well.
Not really complaining, mind you. I'm just playing 0.9.8 while I wait. I did like the sounds and all that while I was playing 0.10.0!
Not really complaining, mind you. I'm just playing 0.9.8 while I wait. I did like the sounds and all that while I was playing 0.10.0!
- Fri May 23, 2014 9:05 pm
- Forum: News
- Topic: Friday Facts #35 The lighthouse keeper
- Replies: 43
- Views: 34129
Re: Friday Facts #35 The lighthouse keeper
I'm almost afraid to ask, but is there a proper doppler effect?kovarex wrote:The thing I like the most on 0.10 so far, is the experience of standing next to rails and hearing the train passing by.
- Fri Mar 28, 2014 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.6] One Pixel Gap on Transport Belts
- Replies: 3
- Views: 2090
[0.9.6] One Pixel Gap on Transport Belts
The "bottom to left/right" transport belts appear to have a one pixel vertical gap.
- Fri Mar 07, 2014 5:08 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 106050
Re: Fight
Until respawn rates change (and with them the entire combat system), thats the balance we have. We will revisit the combat system in the future. I think that making less but stronger enemies together with adding different kind of enemies is one possible way to go. Then we could have lower spawning ...
- Fri Feb 21, 2014 6:53 pm
- Forum: Balancing
- Topic: [0.9] Big Worms at start
- Replies: 7
- Views: 14898
Re: [0.9] Big Worms at start
Yeah, development time is the big sink in that approach. I'm not that concerned about added complexity, I've found that complexity of that sort is only really a problem (from a user confusion standpoint) if the interface can't organize it correctly. One nice thing about approaching this as a set of ...
- Thu Feb 20, 2014 6:22 pm
- Forum: Balancing
- Topic: [0.9] Big Worms at start
- Replies: 7
- Views: 14898
Re: [0.9] Big Worms at start
I think I'd like to see tackling small bases be more feasible in the beginning, there's very little curve. My biggest issue with the bases themselves is that it feels like your either equipped to demolish everything with impunity, or you have virtually no chance. As far as general starting condition...
- Tue Feb 18, 2014 5:19 pm
- Forum: General discussion
- Topic: Feedback 0.9
- Replies: 58
- Views: 23738
Re: Feedback 0.9
I'm loving almost everything in 0.9, especially the added complexity from the intermediate components, and I'm having quite a bit of fun integrating the new oil resource into my designs. One thing that comes to mind that I have an issue with is the chemical plant. I dislike how many different things...
- Fri Feb 07, 2014 7:50 pm
- Forum: News
- Topic: Friday Facts #20 The release buzz
- Replies: 79
- Views: 54756
Re: Friday Facts #19 The release buzz
This might sound weird, but the first time I passed on Factorio was playing the demo and finding the overall aesthetic of the GUI to just feel really old and ugly. Reminded me of really crappy java UI's I've had to deal with in the past. Had nothing to do with the gameplay, which I remembered later ...
- Fri Jan 24, 2014 5:40 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 71411
Re: "Black box" factories from blueprints
Culminating in a bizarre appeal to the supposed beauty of repetition.
I regret posting this.
I regret posting this.
- Thu Jan 23, 2014 11:33 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 71411
Re: "Black box" factories from blueprints
And I find that repetition meaningless and valueless. There's no comparison to Sim City 4's abstractions if it loses accuracy, that's a world away from the kind of simplification I'm talking about, not remotely comparable. But ultimately yes, I was already agreeing with you. It's not needed right no...