Search found 34 matches

by Nomadic Steppe
Sat Jul 11, 2020 7:03 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 15562

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
by Nomadic Steppe
Fri Aug 02, 2019 11:42 am
Forum: Ideas and Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 57
Views: 18593

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 ge...
by Nomadic Steppe
Sat Jul 27, 2019 10:08 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 278982

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
by Nomadic Steppe
Sat Jul 27, 2019 8:18 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 278982

Re: Friday Facts #305 - The Oil Changes

How about a flamethrower train car ? :D
by Nomadic Steppe
Sat Jul 27, 2019 8:12 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 278982

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 s...
by Nomadic Steppe
Sun Jul 14, 2019 4:53 am
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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: /
by Nomadic Steppe
Fri Jul 12, 2019 9:36 pm
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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 factories ...
by Nomadic Steppe
Fri Jul 12, 2019 3:30 am
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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 increase s...
by Nomadic Steppe
Thu Jul 11, 2019 4:36 pm
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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 increase s...
by Nomadic Steppe
Thu Jul 11, 2019 12:00 am
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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 create...
by Nomadic Steppe
Tue Jul 09, 2019 9:41 pm
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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...
by Nomadic Steppe
Tue Jul 09, 2019 7:53 pm
Forum: Balancing
Topic: 17.xx balancing volume puerple science
Replies: 14
Views: 4906

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 50...
by Nomadic Steppe
Tue Mar 05, 2019 4:35 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39905

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. Does that...
by Nomadic Steppe
Tue Mar 05, 2019 1:49 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39905

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?
by Nomadic Steppe
Thu Jul 19, 2018 7:34 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9198

Re: Eco Megabase, 640SPM, only belts, All normal.

Rizzano 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.
thanks
by Nomadic Steppe
Sat Jun 09, 2018 11:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Wall of Gun
Replies: 4
Views: 7537

Re: The Wall of Gun

A little exaggerated, do not you think?
by Nomadic Steppe
Thu May 24, 2018 8:17 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9198

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 bat...
by Nomadic Steppe
Thu May 24, 2018 7:54 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9198

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 repeat....
by Nomadic Steppe
Mon Mar 19, 2018 10:44 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9198

Re: Megabase, 640SPM, only belts, All normal.

PacifyerGrey wrote:Just use the

Code: Select all

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to hide images
Thx
by Nomadic Steppe
Mon Mar 19, 2018 10:43 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Eco Megabase, 640SPM, only belts, All normal.
Replies: 13
Views: 9198

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/8/1/F/C/2/C/EC...

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