Search found 158 matches

by lancar
Fri Dec 16, 2016 7:03 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 29424

Re: Friday Facts #169 - Combat revisit 2

Well... We got poison capsules to use against the aliens... why couldn't the aliens have poison (or any Damage Over Time effect) to use on us? Especially if it's an AoE splash effect that comes to rest on the ground, then it would be very effective against buildings but not that effective against a ...
by lancar
Thu Nov 03, 2016 3:03 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 29712

Re: Friday Facts #162 - Theme Art Again

No more artifacts? I'm cool with this, but I feel the aliens should have some use or reason for being other than being a nuisance.
Maybe we can harvest their remains and burn it in a furnace to make power? Or cook their still warm corpses in a vat to make oil?

We always need more oil.
by lancar
Wed Jul 13, 2016 7:45 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 12106

Re: Is the jump from science pack 2 to 3 too large?

For the purple tier, combine the alien artifacts with some items that define the blue tech level to make the purple science. That would, at least, straighten out the last tier progression a bit.

But what items would that be?
by lancar
Tue Jul 12, 2016 9:51 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 12106

Re: Is the jump from science pack 2 to 3 too large?

You're right that it's absolutely possible to squeeze out a suit of modular armor a bit earlier using this method, but frankly why would you? First because it's pure green science to get a working setup (energy shield ), you only need blue science if you want personal roboports or exoskeletons. Sec...
by lancar
Mon Jul 11, 2016 1:20 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 12106

Re: Is the jump from science pack 2 to 3 too large?

This is also the reason why both the tank and modular armor are utterly pointless once you got blue tech set up. You'll already have the red circuits pumping out, so plopping down assemblers for blue circuits is really simple, so (when it comes to your protection) there's literally NO reason whatso...
by lancar
Mon Jul 11, 2016 10:53 am
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 27537

Re: Version 0.13.6

(even if I do think it's a bit weird that a constructable piece in the gameworld _has_ to be placed via a tool instead of directly like everything else. It's very inconsistent) Not really, if you think of the curved piece as 4 straight pieces. It's similar to how you can't drop a single piece into ...
by lancar
Mon Jul 11, 2016 9:32 am
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 12106

Re: Is the jump from science pack 2 to 3 too large?

The jump in tech green to blue is a bit long, for sure, compared to red -> green or blue -> purple reg -> green is fairly short, and due to necessity since tech lvl red contains so few techs and are done with quickly, forcing the player to evolve the factory. Honestly, I feel this setup is good desi...
by lancar
Mon Jul 11, 2016 9:16 am
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 27537

Re: Version 0.13.6

You could create a blueprint with just one curved rail piece in it. That way, you can still place single curved rails at arbitrary places like before. clever indeed - and so simple :P And as a bonus, I think they'll rotate logically as well. As in, you rotate once to the left, they'll actually rota...
by lancar
Sun Jul 10, 2016 10:09 pm
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 27537

Re: Version 0.13.6

I would like the ability to manually place down curved rail (without using the rail planner) returned to the game. The planner is a godsend when it comes to building long stretches of rail, or trying to navigate tracks through tricky terrain. It's also great for designing many elements of a train s...
by lancar
Sun Jul 10, 2016 9:29 pm
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 27537

Re: Version 0.13.6

I would like the ability to manually place down curved rail (without using the rail planner) returned to the game. The planner is a godsend when it comes to building long stretches of rail, or trying to navigate tracks through tricky terrain. It's also great for designing many elements of a train st...
by lancar
Wed Jul 06, 2016 7:41 pm
Forum: Balancing
Topic: (0.13) Disparity of starting resource generation
Replies: 6
Views: 1175

Re: (0.13) Disparity of starting resource generation

I had to restart over 7 times before I got an area with both iron and copper at the start. I finally ended up with a large iron and copper field, 2 medium coal, but no stone or oil. I settled for that since oil isn't needed for a while anyway, and stone can now be obtained from rock formations. I re...
by lancar
Wed Jul 06, 2016 10:37 am
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 734018

Re: Factorio Roadmap for 0.12 + 0.13

Drury wrote:
FadMad8 wrote:
or Factorio II, who knows.
So now that 0.13 is considered feature complete, when are we getting a roadmap post for Factorio 2?
The game is 0.13, not 1.0 though.

I think before that a 0.14 can be squeezed in, maybe a 0.15
So... version 1.0 in 2-3 years, then? ;)
by lancar
Fri Jul 01, 2016 11:28 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 734018

Re: Factorio Roadmap for 0.12 + 0.13

....And yeah, Factorio is destined to be a classic, I didn't even expect this. I thought it was just a niche nerd thing, apparently Steam thinks otherwise. I'd say it's already a classic, even before it's out of early access (as weird as that might seem). There's just too much successful innovation...
by lancar
Fri Jul 01, 2016 10:58 pm
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 20099

Re: Version 0.13.2

The research screen needs some alterations. I suggest the research window not be fullscreen, and instead adjustable size, or size dependent on resolution. It is like this on purpose, lot of other research trees are much bigger so we need as much space for the tree as possible. I understand what you...
by lancar
Fri Jul 01, 2016 9:58 pm
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 20099

Re: Version 0.13.2

The research screen needs some alterations. On a 1440p display, the relevant information is all shot up into the top left corner, and the tree takes up just a tiny part in the center of the screen. The rest is unused grey. Also, the research button itself sometimes wanders off the screen to the rig...
by lancar
Fri Jul 01, 2016 8:03 am
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 20099

Re: Version 0.13.2

The research screen needs some alterations. On a 1440p display, the relevant information is all shot up into the top left corner, and the tree takes up just a tiny part in the center of the screen. The rest is unused grey. Also, the research button itself sometimes wanders off the screen to the righ...
by lancar
Fri Jun 24, 2016 10:47 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 27590

Re: Friday Facts #144 - The gfx report

Glad to hear that work on an improved UI is on the way. On WQHD resolution the icons are so tiny it kinda strains the eyes to look at them, and they scale really poorly if you try to enlarge the whole UI in the options.

Looking forward to playing through the whole game once again on monday :)
by lancar
Fri Jun 17, 2016 5:08 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 24888

Re: Friday Facts #143 - Nat Punching Again

Oh well. I wasn't really expecting a release this weekend. It seems to be a cardinal rule that whenever the devs say that there's a possibility for a new Factorio release, it most certainly is NOT going to happen. It's a good thing Factorio is in such a great state as it is, with loads of content al...
by lancar
Sat Apr 09, 2016 7:51 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 39377

Re: Friday Facts #133 - The train struggle

I like this new version of the loader. It makes more "sense" in the way that it uses already existing game mechanics in a new way, rather than a completely new one. It just needs some fancy graphics now to make it really stand out from the other inserters, and sell the concept that it can deploy man...
by lancar
Sat Mar 26, 2016 1:19 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 30790

Re: Friday Facts #131 - Roadmap shuffle

I hope you guys can find some good additions to the team. On the subject of icons, I went back to play factorio again after a long break and got to get a feel for the new tech icons. I'd seen them before in an FFF but it's still a bit of a different thing to see & use them in-game than on a summary ...

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