Search found 44 matches

by Cerus
Fri Aug 26, 2016 7:35 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 23384

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...
by Cerus
Fri Mar 11, 2016 5:12 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 75284

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...
by Cerus
Fri Jun 05, 2015 4:48 pm
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 42582

Re: Friday Facts #89 Timetables

Those turrets look really nice!
by Cerus
Tue Mar 17, 2015 6:10 pm
Forum: General discussion
Topic: Latency Hiding in Multiplayer
Replies: 2
Views: 1471

Re: Latency Hiding in Multiplayer

Oh snap.

Seems I must have spelled it incorrectly while searching. Thanks for pointing that out!
by Cerus
Tue Mar 17, 2015 3:34 pm
Forum: General discussion
Topic: Latency Hiding in Multiplayer
Replies: 2
Views: 1471

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...
by Cerus
Tue Mar 03, 2015 9:25 pm
Forum: General discussion
Topic: Endgame concerns[POLL]
Replies: 46
Views: 11743

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.
by Cerus
Tue Feb 03, 2015 6:42 pm
Forum: General discussion
Topic: What's your hotbar look like?
Replies: 12
Views: 2671

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.
by Cerus
Sat Jul 26, 2014 2:34 am
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 29716

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. :(
by Cerus
Tue Jul 22, 2014 2:57 pm
Forum: News
Topic: Friday Facts #43
Replies: 34
Views: 20349

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...
by Cerus
Sat Jul 12, 2014 5:23 pm
Forum: News
Topic: Friday Facts #42
Replies: 30
Views: 18429

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.
by Cerus
Mon Jun 16, 2014 8:40 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 19139

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!
by Cerus
Fri May 23, 2014 9:05 pm
Forum: News
Topic: Friday Facts #35 The lighthouse keeper
Replies: 43
Views: 22755

Re: Friday Facts #35 The lighthouse keeper

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.
I'm almost afraid to ask, but is there a proper doppler effect?
by Cerus
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: 629

[0.9.6] One Pixel Gap on Transport Belts

The "bottom to left/right" transport belts appear to have a one pixel vertical gap.
by Cerus
Fri Mar 07, 2014 5:08 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 62104

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 ...
by Cerus
Fri Feb 21, 2014 6:53 pm
Forum: Balancing
Topic: [0.9] Big Worms at start
Replies: 7
Views: 12447

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 ...
by Cerus
Thu Feb 20, 2014 6:22 pm
Forum: Balancing
Topic: [0.9] Big Worms at start
Replies: 7
Views: 12447

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...
by Cerus
Tue Feb 18, 2014 5:19 pm
Forum: General discussion
Topic: Feedback 0.9
Replies: 58
Views: 10782

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...
by Cerus
Fri Feb 07, 2014 7:50 pm
Forum: News
Topic: Friday Facts #20 The release buzz
Replies: 79
Views: 32211

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 ...
by Cerus
Fri Jan 24, 2014 5:40 am
Forum: Ideas and Suggestions
Topic: "Black box" factories from blueprints
Replies: 14
Views: 2710

Re: "Black box" factories from blueprints

Culminating in a bizarre appeal to the supposed beauty of repetition.

I regret posting this.
by Cerus
Thu Jan 23, 2014 11:33 pm
Forum: Ideas and Suggestions
Topic: "Black box" factories from blueprints
Replies: 14
Views: 2710

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...

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