0.014 2015-11-23 17:50:58; Factorio 0.12.18 (Build 17444, win64)
0.014 Operating system: Windows 7 Service Pack 1
0.014 Program arguments: "C:\Users\Conner\Desktop\Games\Factorio\Factorio_0.12.2\bin\x64\Factorio.exe"
0.014 Read data path: C:/Users/Conner/Desktop/Games/Factorio/Factorio_0.12.2 ...
Search found 20 matches
- Tue Nov 24, 2015 1:58 am
- Forum: Duplicates
- Topic: [0.12.18] Unexplained crash.
- Replies: 1
- Views: 5437
- Sun Aug 09, 2015 3:50 am
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 27925
Re: Combat robots useless?
I think a lot of the problems can be narrowed down to the lack of variety or need to adapt. Enemies are constant, they always behave and act the same way.
Some different kinds of enemies that behave differently and serve different purposes would be a good start, but wouldn't solve the problem ...
Some different kinds of enemies that behave differently and serve different purposes would be a good start, but wouldn't solve the problem ...
- Sat Aug 08, 2015 9:41 pm
- Forum: Ideas and Suggestions
- Topic: More aggressive and advanced biter expansion
- Replies: 3
- Views: 2038
More aggressive and advanced biter expansion
I would like to see biters be more aggressive and proactive with their expansion, both in building new nests and improving existing ones. Giving either biters or spitters the ability to construct living walls and grow more worms would make it more difficult to attack the larger, more entrenched ...
- Sat Nov 15, 2014 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Map Gen Starting Area Options
- Replies: 3
- Views: 3195
Re: Map Gen Starting Area Options
An "advanced world gen" menu that lets you assign numerical values to the different variables for world generation would suffice here, I think.
- Sat Nov 15, 2014 11:09 pm
- Forum: Gameplay Help
- Topic: [Solved] Always Tons of Enemy
- Replies: 5
- Views: 3168
Re: [Solved] Always Tons of Enemy
"Starting Area", with the options being sizes, is very straightforward. I don't see how that's poorly designed.
- Sat Nov 15, 2014 4:47 am
- Forum: General discussion
- Topic: Pollution Electric furnace vs Steel furnace
- Replies: 15
- Views: 19414
Re: Pollution Electric furnace vs Steel furnace
I think that a baseline electric furnace should be a bit less efficient than a steel furnace. They can, afterall, be fitted with modules that improve efficiency or speed.
- Sat Nov 15, 2014 4:40 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 70934
Re: Supression of the size shift of electric furnaces
I think the advantage of not needing fuel anymore makes the cost of needing to redesign your forges worth it. Not everything should be a flat upgrade, there should be significant downsides (besides resource cost) to certain higher-tier objects and whatnot. You have to make the decision between the ...
- Sat Nov 15, 2014 4:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Gates and Cars
- Replies: 17
- Views: 9262
Re: [0.11.1] Gates and Cars
I think it's a good mechanic to have in the game. You need to slow down to go in through a gate. This will especially be more meaningful if the game takes an RTS direction and drone-tanks are entering or exiting a fort.
Likewise, greater amounts of players entering or exiting a fort than just one ...
Likewise, greater amounts of players entering or exiting a fort than just one ...
- Fri Nov 14, 2014 3:47 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 12522
Re: A Bulldozer
I do not support this idea.
I prefer forests standing as a significant obstacle that can be cleared with a large time investment, or once you reach a fairly advanced level of technology (construction bots and deconstruction orders).
I prefer forests standing as a significant obstacle that can be cleared with a large time investment, or once you reach a fairly advanced level of technology (construction bots and deconstruction orders).
- Thu Nov 13, 2014 9:42 pm
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 48715
Re: Version 0.11.2
Excellent work, developers
. You are all doing a great job with the game and keeping on top of bugs.

- Tue Nov 11, 2014 9:45 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 185361
Re: RTS direction
If you decide to go a more RTS route, I would like to see players be able to customize their drones, auto-tanks, or whatever, to an extreme degree. Different types of weapons, different types, materials, and calibers of bullets, different barrel lengths, magazine sizes, propulsion systems, energy ...
- Tue Nov 11, 2014 9:09 am
- Forum: General discussion
- Topic: Resource Production, Usage Philosophy; Share Your Thoughts
- Replies: 6
- Views: 3435
Resource Production, Usage Philosophy; Share Your Thoughts
I am very interested in learning about other people's philosophies for resource production and usage, and I'm sure many others are. To meet this assumed demand, I have created this thread as a place for people to discuss their overall philosophies, thought processes, and underlying logic for how and ...
- Mon Nov 10, 2014 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Multi-Track Drifting Deja Vu
- Replies: 7
- Views: 5645
Re: Multi-Track Drifting Deja Vu
Games were made to be fun. Not to simulate the real world.
So why not add pink bunnys with machine guns?
1.) This reasoning is really freaking stupid.
2.) Wouldn't be fun due to complete immersion breaking. It doesn't fit the game. Multi-track drifting doesn't ruin the atmosphere of the game ...
- Sat Nov 08, 2014 6:39 pm
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed. [ONGOIN STATUS UPDATES]
UPDATE 3: 2014-11-08 1035 AM
**I have been defeated**
http://i.imgur.com/I8KEynC.png
After loading one of the two remaining tanks with tons of fuel, ammo, and some base-starting supplies, I decided to strike out and see if I could find a possibly more ideal location. This proved to be a failure ...
**I have been defeated**
http://i.imgur.com/I8KEynC.png
After loading one of the two remaining tanks with tons of fuel, ammo, and some base-starting supplies, I decided to strike out and see if I could find a possibly more ideal location. This proved to be a failure ...
- Sat Nov 08, 2014 5:52 pm
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed. [ONGOIN STATUS UPDATES]
Not enough copper to do so yet, and it's still difficult and dangerous to reach the small copper mining base.DaveMcW wrote:Did I mention you need more laser turrets?
- Sat Nov 08, 2014 4:30 pm
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed. [ONGOIN STATUS UPDATES]
UPDATE 2: 2014-11-07 8:27AM PST
Chariot runs in a tank are a failure. A tank has been lost, leaving 2 in the automatic motor pool left. A new strategy must be developed due to the impracticality of replacing destroyed tanks with the current resource shortage.
Moving parallel to the edge of the ...
Chariot runs in a tank are a failure. A tank has been lost, leaving 2 in the automatic motor pool left. A new strategy must be developed due to the impracticality of replacing destroyed tanks with the current resource shortage.
Moving parallel to the edge of the ...
- Sat Nov 08, 2014 7:06 am
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed. [ONGOIN STATUS UPDATES]
UPDATE 1: 2014-11-07 10:00PM PST
**MAP EXCHANGE SEED!**
>>>AAALAAEAAAADBQYAAAAEAAAAY29hbAEDAAoAAABjb3BwZXItb3Jl
AQMACQAAAGNydWRlLW9pbAEDAAoAAABlbmVteS1iYXNlAQQBCAAAAGl
yb24tb3JlAQMABQAAAHN0b25lBQMELZkJmpYIAACRigAAAAAAAAAAAA
ADAGcl1gA=<<<
I have managed to set up a small base on the copper deposit ...
**MAP EXCHANGE SEED!**
>>>AAALAAEAAAADBQYAAAAEAAAAY29hbAEDAAoAAABjb3BwZXItb3Jl
AQMACQAAAGNydWRlLW9pbAEDAAoAAABlbmVteS1iYXNlAQQBCAAAAGl
yb24tb3JlAQMABQAAAHN0b25lBQMELZkJmpYIAACRigAAAAAAAAAAAA
ADAGcl1gA=<<<
I have managed to set up a small base on the copper deposit ...
- Sat Nov 08, 2014 4:42 am
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed, anybody got any ideas?
DaveMcW wrote:-SNIP-
I'll give a small scale mining operation a go. I hadn't even considered mining by hand. I will report back with results after trying it out.
Oh, and for fuel, I don't use coal for fuel anymore. I use solid fuel made from petroleum, so much more efficient.
- Sat Nov 08, 2014 4:26 am
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
Re: So I'm pretty sure I'm screwed, anybody got any ideas?
I'd rather not go through the trouble of that, sorry.Nova wrote:Could you (and do you want to) upload the map? I would like to test some things.
- Sat Nov 08, 2014 3:56 am
- Forum: Show your Creations
- Topic: So I'm pretty sure I'm screwed. [Short Tale, concluded.]
- Replies: 22
- Views: 19155
So I'm pretty sure I'm screwed. [Short Tale, concluded.]
(Right click and choose view image to see the whole thing!)
http://i.imgur.com/zK6xmFJ.png
I have modified world generation settings to make resources rarer and less rich, but much larger. Alien nests are also rarer, larger, and richer.
The area in the far east is my main base. The fort ...
http://i.imgur.com/zK6xmFJ.png
I have modified world generation settings to make resources rarer and less rich, but much larger. Alien nests are also rarer, larger, and richer.
The area in the far east is my main base. The fort ...