Search found 15 matches
- Mon Aug 17, 2015 9:26 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16843
Re: Piercing rounds recipe should include regular rounds
There is one resource that is finite: your time. The less efficient you are in using your raw materials, the more time you'll have to spend on expanding your mining operations, and the less you will get done. Leave the resource cost for the combat rebalance of 0.13, though. What I agree with OP on ...
- Mon Aug 17, 2015 9:36 am
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16843
Re: Piercing rounds recipe should include regular rounds
At last, someones who understands !
- Sun Aug 16, 2015 11:55 am
- Forum: Pending
- Topic: [0.12.1] [OS X 10.10.4] Game won't load on OS X
- Replies: 3
- Views: 5064
Re: [0.12.1] [OS X 10.10.4] Game won't load on OS X
I encountered the same issue after downloading 12.4. Tried with 12.3 as well, crashed at 10%:
My graphic cards:
NVIDIA GeForce GT 330M 512 MB
EDIT:
Installed last OSX update (I was missing one). Now the game is loading, but crashes when trying to generate a new game
My graphic cards:
NVIDIA GeForce GT 330M 512 MB
EDIT:
Installed last OSX update (I was missing one). Now the game is loading, but crashes when trying to generate a new game
- Fri Aug 14, 2015 9:27 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16843
Re: Piercing rounds recipe should include regular rounds
Actually, I don't care about overproducing or wasting at all. What matters to me is complex production chains, and including t1 product into t2 recipe (and t2 into t3, etc) is a good way of doing that. It is already what's being done for most of the items with different tiers (as explained many time...
- Wed Aug 12, 2015 3:24 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16843
Re: Piercing rounds recipe should include regular rounds
You guys have not read my post closely enough, or even at all. This is not about nerfing or augmenting the cost of piercing rounds, it is about including a chain of production to make items relevant through the entire game. It would create a more complex and interesting recipe for the piercing round...
- Tue Aug 11, 2015 10:00 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 16843
Piercing rounds recipe should include regular rounds
Hello all, My suggestion is fairly straightforward: I think the piercing rounds (red ammunition) recipe should be changed. In addition to the copper and steel requirement, I think it should also includes regular rounds (yellow ammunition) as one of its component. My thinking is this: Regular rounds ...
- Mon Dec 01, 2014 10:04 am
- Forum: Show your Creations
- Topic: OCD-friendly rail networks
- Replies: 22
- Views: 21364
Re: OCD-friendly rail networks
My mind is blown. Amazing work.
- Mon Dec 01, 2014 9:58 am
- Forum: Gameplay Help
- Topic: Factory-to-Factory Direct Insertion
- Replies: 1
- Views: 3430
Re: Factory-to-Factory Direct Insertion
It is a good thing to use factory to factory insertion, but right now your design is not very efficient. To produce electronic circuit efficiently, you need approximately a ratio of 2 copper cable factory for 1 electronic circuit. copper cable factories need 2 fast insert for copper input; and one f...
- Fri Nov 28, 2014 4:45 pm
- Forum: Show your Creations
- Topic: World Generation Trolled me
- Replies: 13
- Views: 19810
Re: World Generation Trolled me
this is golden
- Thu Nov 27, 2014 9:44 am
- Forum: General discussion
- Topic: What's you first blue science tech?
- Replies: 11
- Views: 4568
Re: What's you first blue science tech?
Advanced oil processing Gotta play jesus and turn light oil to petroleum.
- Wed Nov 26, 2014 10:54 am
- Forum: Balancing
- Topic: The Rocket Launcher is underpowered
- Replies: 5
- Views: 12548
Re: The Rocket Launcher is underpowered
I agree on that, It doesn't have adequate DPS right now, which is too bad, because it's a cool weapon.
- Wed Nov 26, 2014 10:49 am
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 21879
Re: The tank should be buffed
I have a different experience with the tank. I find it very strong. I've played this game where I polluted a ton, without any regard for optimization (No solar panels, no efficiency modules ...). I went out with my tank fighting big biters and spitters, and I had no trouble clearing up to middle siz...
- Wed Nov 26, 2014 10:38 am
- Forum: Show your Creations
- Topic: Hell yeah iron patch!
- Replies: 13
- Views: 13454
Re: Hell yeah iron patch!
Shape and size of Australia !
EDIT: Weird looking Australia
EDIT: Weird looking Australia
- Wed Nov 26, 2014 10:34 am
- Forum: Show your Creations
- Topic: Everyone loves the trains in Factorio - right?
- Replies: 16
- Views: 23959
Re: Everyone loves the trains in Factorio - right?
I love train too =D To enhance the train experience, I usually put the resources size and richness to small and low, as well as medium frequency so I have to build trains very fast and very far ^^
- Mon Nov 24, 2014 4:55 pm
- Forum: Show your Creations
- Topic: Even distribution of potions into labs using splitters
- Replies: 16
- Views: 17230
Re: Even distribution of potions into labs using splitters
Registered to say that whether efficient or not, your design is pretty cool and quite beautiful. I guess it speaks to fellow programmers :) My usual design is very simple and is as follow: Double belt in the middle, one belt for red and green, another for blue and purple. Labs on both sides of the d...