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 ...
Search found 158 matches
- Fri Dec 16, 2016 7:03 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 74142
- Thu Nov 03, 2016 3:03 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 74658
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.
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.
- 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: 31502
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?
But what items would that be?
- 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: 31502
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 ...
- 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: 31502
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 ...
- Mon Jul 11, 2016 10:53 am
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 44119
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 ...
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 ...
- 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: 31502
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 ...
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 ...
- Mon Jul 11, 2016 9:16 am
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 44119
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 ...
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 ...
- Sun Jul 10, 2016 10:09 pm
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 44119
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 ...
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 ...
- Sun Jul 10, 2016 9:29 pm
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 44119
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 ...
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 ...
- Wed Jul 06, 2016 7:41 pm
- Forum: Balancing
- Topic: (0.13) Disparity of starting resource generation
- Replies: 6
- Views: 3755
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 ...
I settled for that since oil isn't needed for a while anyway, and stone can now be obtained from rock formations.
I ...
- Wed Jul 06, 2016 10:37 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1079675
Re: Factorio Roadmap for 0.12 + 0.13
So... version 1.0 in 2-3 years, then?Drury wrote:The game is 0.13, not 1.0 though.FadMad8 wrote:So now that 0.13 is considered feature complete, when are we getting a roadmap post for Factorio 2?or Factorio II, who knows.
I think before that a 0.14 can be squeezed in, maybe a 0.15
- Fri Jul 01, 2016 11:28 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1079675
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 ...
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 ...
- Fri Jul 01, 2016 10:58 pm
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 33426
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 ...
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 ...
- Fri Jul 01, 2016 9:58 pm
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 33426
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 ...
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 ...
- Fri Jul 01, 2016 8:03 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 33426
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 ...
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 ...
- Fri Jun 24, 2016 10:47 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 56574
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
Looking forward to playing through the whole game once again on monday
- Fri Jun 17, 2016 5:08 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 56411
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 ...
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 ...
- Sat Apr 09, 2016 7:51 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 84840
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 ...
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 ...
- Sat Mar 26, 2016 1:19 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 65273
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 ...
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 ...