Search found 34 matches
- Sat Jul 11, 2020 7:03 am
- Forum: News
- Topic: Friday Facts #355 - High resolution updates
- Replies: 27
- Views: 17811
Re: Friday Facts #355 - High resolution updates
This reminded me of a doubt, why are landmines counted as destroyed units? I find it strange that a suicide object is counted as destroyed by the enemy xD
- Fri Aug 02, 2019 11:42 am
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 24581
please an option to turn off the artillery train.
That the artillery train will has an on / off switch.
When it is off it never fires, except with the item "Artillery targeting remote".
When it is on, it shoots at everything in its range.
Because it is annoying that he starts shooting at everything in his range every time they stop you ...
When it is off it never fires, except with the item "Artillery targeting remote".
When it is on, it shoots at everything in its range.
Because it is annoying that he starts shooting at everything in his range every time they stop you ...
- Sat Jul 27, 2019 10:08 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 359708
Re: Friday Facts #305 - The Oil Changes
An idea.
At the beginning a refinery lvl 1 is used, which is only capable of creating Petroleum gas , an inlet, an outlet.
Then a refinery lvl 2 is used, the current one, 3 exits, 2 inputs, while the player learns to use the lvl2 refinery can still use lvl 1
At the beginning a refinery lvl 1 is used, which is only capable of creating Petroleum gas , an inlet, an outlet.
Then a refinery lvl 2 is used, the current one, 3 exits, 2 inputs, while the player learns to use the lvl2 refinery can still use lvl 1
- Sat Jul 27, 2019 8:18 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 359708
Re: Friday Facts #305 - The Oil Changes
How about a flamethrower train car ? ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sat Jul 27, 2019 8:12 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 359708
Re: Friday Facts #305 - The Oil Changes
I think that changing the recipe for the blue bottle is not good. The Petroleum gas already has too many uses, it is needed for too many things and with the new change it will take even more.
This makes it feel that only petroleum gas serves to do interesting things, and his two brothers only have ...
This makes it feel that only petroleum gas serves to do interesting things, and his two brothers only have ...
- Sun Jul 14, 2019 4:53 am
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
interesting design, then I will look at it in more detail, I have restarted my game, about 40 hours: /
- Fri Jul 12, 2019 9:36 pm
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
Build as much rail assemblers as needed to fill a yellow belt
a yellow belt, :| I speak of the point where you need 6 belts, 8 belts or more full blue belts to keep the production, look at my megabase 16.xx, I publish how each type of science produced, but not the yellow, I designed each ...
- Fri Jul 12, 2019 3:30 am
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
I do not see sense, that something complex needs tons of elements of very low complexity for its creation
Look at any PC motherboard in real life: Hundreds of different elements of wich some are used way more often than others. Requiring rails does not make sense at all (they did that to ...
- Thu Jul 11, 2019 4:36 pm
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
I do not see sense, that something complex needs tons of elements of very low complexity for its creation
Look at any PC motherboard in real life: Hundreds of different elements of wich some are used way more often than others. Requiring rails does not make sense at all (they did that to ...
- Thu Jul 11, 2019 12:00 am
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
Working with large volumes artificially does not make the game more fun.
example
Would the game be more fun if the yellow science recipe used 90 elements separately (30 rocks, 30 iron bars, 30 steels) instead of 30 (30 train tracks)?
The natural way of things is to use 10,000 raw materials to ...
example
Would the game be more fun if the yellow science recipe used 90 elements separately (30 rocks, 30 iron bars, 30 steels) instead of 30 (30 train tracks)?
The natural way of things is to use 10,000 raw materials to ...
- Tue Jul 09, 2019 9:41 pm
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
Re: 17.xx balancing volume puerple science
During 16.xx the copper wire was already a problem when my base exceeded 500 SPM, "just using belts" the yellow science would require too many connections with more copper wire everywhere.
That was cumbersome, ugly and annoying
because it would not be the same in 17.xx with the same volume of a ...
That was cumbersome, ugly and annoying
because it would not be the same in 17.xx with the same volume of a ...
- Tue Jul 09, 2019 7:53 pm
- Forum: Balancing
- Topic: 17.xx balancing volume puerple science
- Replies: 14
- Views: 6050
17.xx balancing volume puerple science
Good afternoon community.
I am testing the 17.xx and I really liked the change of the recipe to create yellow science, I only play with belts and the old recipe was a nuisance, 30 copper threads was a nuisance, it was a huge volume of a product of null value in a mega base, and creating more than ...
I am testing the 17.xx and I really liked the change of the recipe to create yellow science, I only play with belts and the old recipe was a nuisance, 30 copper threads was a nuisance, it was a huge volume of a product of null value in a mega base, and creating more than ...
- Tue Mar 05, 2019 4:35 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 45401
Re: Version 0.17.5
I use the GOG version, and I can only update to version 17.01, how can I update to this version?
The original post said:
We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental ...
- Tue Mar 05, 2019 1:49 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 45401
Re: Version 0.17.5
I use the GOG version, and I can only update to version 17.01, how can I update to this version?
- Thu Jul 19, 2018 7:34 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 10414
Re: Eco Megabase, 640SPM, only belts, All normal.
thanksRizzano wrote:When I see bases like this I feel like such a newb - to me my base is huge enough already, and then I come on here and see this and I feel like my base is minute lol. Nice build.
- Sat Jun 09, 2018 11:14 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Wall of Gun
- Replies: 4
- Views: 8579
Re: The Wall of Gun
A little exaggerated, do not you think?
- Thu May 24, 2018 8:17 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 10414
Re: Eco Megabase, 640SPM, only belts, All normal.
Hello, my English is not very good but I will try to be clear, I present my mega base of 640 SPM, 170 hours, with special rules.
1. All the resource options in normal.
2. No bots, only belts and trains
3. With enemies and trying to reduce pollution as much as possible.
4. Never lose anything in ...
1. All the resource options in normal.
2. No bots, only belts and trains
3. With enemies and trying to reduce pollution as much as possible.
4. Never lose anything in ...
- Thu May 24, 2018 7:54 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 10414
Re: Eco Megabase, 640SPM, only belts, All normal.
I'm bored of fighting and I will stop improving my base.
Use artillery? Once you have overlapping artillery ranges along the perimeter you'll hardly see a biter again. Just plomp them out, ensure they're defended and supplied with shells, and just sit back until the area is clean. Rinse and ...
Use artillery? Once you have overlapping artillery ranges along the perimeter you'll hardly see a biter again. Just plomp them out, ensure they're defended and supplied with shells, and just sit back until the area is clean. Rinse and ...
- Mon Mar 19, 2018 10:44 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 10414
Re: Megabase, 640SPM, only belts, All normal.
ThxPacifyerGrey wrote:Just use theto hide imagesCode: Select all
[spoiler=Name of picture][img][/img][/spoiler]
- Mon Mar 19, 2018 10:43 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 10414
Re: Megabase, 640SPM, only belts, All normal.
Images of the base every 10 hours of play
10H
https://k50.kn3.net/D/A/A/C/8/9/705.jpg
20H
https://k50.kn3.net/2/F/2/1/0/0/750.jpg
30H
https://k50.kn3.net/7/F/C/8/A/8/9C6.jpg
40H
https://k50.kn3.net/D/7/2/A/E/3/83E.jpg
50H
https://k50.kn3.net/7/1/1/7/A/7/C2A.jpg
60H
https://k50.kn3.net/8 ...
10H
https://k50.kn3.net/D/A/A/C/8/9/705.jpg
20H
https://k50.kn3.net/2/F/2/1/0/0/750.jpg
30H
https://k50.kn3.net/7/F/C/8/A/8/9C6.jpg
40H
https://k50.kn3.net/D/7/2/A/E/3/83E.jpg
50H
https://k50.kn3.net/7/1/1/7/A/7/C2A.jpg
60H
https://k50.kn3.net/8 ...