About Negative Cache:
If item that blocks a path will be destroyed (for example, biter spawner), will information in cache be updated? Because if not, hypothetically effective paths will no be used after changes on the map.
UPD: information in negative cache.
This is what I'm wondering as well ...
Search found 24 matches
- Fri Jan 15, 2016 11:14 pm
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 39869
- Sun Nov 15, 2015 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Oil Tank Explosion!
- Replies: 8
- Views: 15201
Re: Oil Tank Explosion!
I like the idea that a full oil storage tank could explode in proportion to the amount of oil stored within - adds a new idea to having to store oil away from the main base and also heavily defend it (esp if its set rather like radar in that it attracts growth and attacks).
- Sat Nov 14, 2015 4:40 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 44144
Re: Friday Facts #110 - Tech art finished
My only problem with the new tech icons is that for research options which have levels (like bullet damage or transport belts etc..) the icon has no difference in appearance barring a tiny number that is very easily missed. A bigger visual change would be greatly appreciated even if its just ...
- Sat Nov 14, 2015 4:38 pm
- Forum: Won't fix.
- Topic: New Research window size error
- Replies: 4
- Views: 10507
New Research window size error
The new research icons look great - however the window for research doesn't resize for 1024*768 screens and thus overhangs the edges of the screen. At present its not a total problem as you can move it around, but its rather annoying and untidy. A simple rescaling for smaller screens would easily be ...
- Tue Oct 06, 2015 3:00 pm
- Forum: Ideas and Suggestions
- Topic: Late Game Research
- Replies: 9
- Views: 19545
Re: Late Game Research
The problem I see with random research options in a game like Factorio is that the game isn't built around re-playability as a core feature. NOW don't get me wrong I'm not saying you can't replay nor that replaying holds no value; but rather that the game allows itself to expand toward larger and ...
- Sun Oct 04, 2015 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to increase threat potential of late game biters
- Replies: 12
- Views: 15168
Re: Suggestions to increase threat potential of late game biters
Rana - the flying biters give a reason for a player not to leave a flank on their base undefended. Ergo whilst early game building next to a large body of water might give them one half or even two halves of their base defended from attack the mid to late game those areas would open up as vulnerable ...
- Sun Oct 04, 2015 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to increase threat potential of late game biters
- Replies: 12
- Views: 15168
Re: Suggestions to increase threat potential of late game biters
Aye such ideas would need some balance to ensure that they do not become too powerful. At present I feel that Biters are just not dangerous enough. Once the player has a basic base up and running they really only need a few walls, some automated ammo and energy and turrets and they are pretty safe ...
- Sun Oct 04, 2015 10:25 am
- Forum: Ideas and Suggestions
- Topic: Suggestions to increase threat potential of late game biters
- Replies: 12
- Views: 15168
Suggestions to increase threat potential of late game biters
So at present Biters, once a player has a functional factory up and running with walls, towers and automated ammo production, become rather insignificant. This is further increased if the play builds a roboport and sets it up to auto-repair the surrounding area; thus meaning that the player hasn't ...
- Sun Oct 04, 2015 9:51 am
- Forum: News
- Topic: Friday Facts #106 - Brain satisfaction tool
- Replies: 41
- Views: 46153
Re: Friday Facts #106 - Brain satisfaction tool
To increase the eei I would like to suggest more altererations in the terrain generator, so it can produce a more subtle change of climate (now its feels like either dessert, water or dense vegetation) so it feels more rewarding to "leave the nest" and explore, maybe add some 'real' rocks you cant ...
- Fri Aug 07, 2015 1:48 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 44943
Re: Friday Facts #97 - Greenlight preparations
You probably should think about expanding the single player campaign before releasing on steam, i'd hate to see complaints that the game was short
The game is as long as you want it to be. Sure it ends with the satellite launch, but its entirely up to you when you build it. You can spend hundreds ...
The game is as long as you want it to be. Sure it ends with the satellite launch, but its entirely up to you when you build it. You can spend hundreds ...
- Fri Jun 19, 2015 8:06 pm
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 57286
Re: Friday Facts #91 - Being the evil guy
Shame to hear about the set-backs,but honestly a good move to be the "bad guy" and move things along rather than try too much and end up with a messy release or a forever advancing release date that is never met (sometimes getting something out that is well done on a regular time scale is better ...
- Wed Jan 07, 2015 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 24319
Re: Large and Heavy items
I think we have to be careful with things like cargo mechs because otherwise we are having all this attention on building a train which is them moved by something else that is huge as well - so somethings got to build the first huge thing to move the other huge thing.
- Mon Jan 05, 2015 8:42 pm
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 13547
Re: Early game defence tips wanted
Because of the larger armoured biters turrets are never a wasted investment. The ammo is, but that can be lost quickly by killing more biters, but the turret itself remains valid and indeed is needed in defence otherwise the bigger biters will cause you trouble if you rely upon laser defence alone ...
- Sun Jan 04, 2015 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 24319
Re: Large and Heavy items
I don't think so - I think building belts that have a target like a specific building would add some interesting ideas into the game. If the game had several buildings of this kind it would introduce a neat building mechanic for players wanting to build compact bases as they'd have to really think ...
- Sun Jan 04, 2015 12:35 pm
- Forum: General discussion
- Topic: Newbie Tips?
- Replies: 10
- Views: 106999
Re: Newbie Tips?
I agree with the others - have fun and play the game first then come back and look at other factory designs. Work first on getting an idea of the games mechanics - how belts work - how inserters work - how to setup an electric power station - how to setup an oil refinery (that's fiddly - get ...
- Sun Jan 04, 2015 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 24319
Re: Large and Heavy items
I can see where this idea leads to and I like it.
The idea that the player can build most things is good, but yes things like trains and tanks and even some of the larger factory buildings I think should be set so that they have to come from a production building.
Of course a building to build a ...
The idea that the player can build most things is good, but yes things like trains and tanks and even some of the larger factory buildings I think should be set so that they have to come from a production building.
Of course a building to build a ...
- Sat Jan 03, 2015 8:05 pm
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 13547
Re: Early game defence tips wanted
The problem is, AP Ammo gives 2.5 times as much damage as regular Ammo. That's a huge difference, and is what makes it tempting. Also I don't know of any way to recycle the unused regular Ammo, once I'm able to produce enough AP Ammo.
I tend to just burn through it. Let the guns run out. Getting ...
I tend to just burn through it. Let the guns run out. Getting ...
- Sat Jan 03, 2015 4:49 pm
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 22891
Re: The tank should be buffed
Personally I think that its good the tank can get stalled by too many bugs. It gives you a reason to have some strategy to the attack other than just ploughing through them.
The point raised earlier regarding keeping a challenge in the game is critical. It's far too easy to make something like the ...
The point raised earlier regarding keeping a challenge in the game is critical. It's far too easy to make something like the ...
- Sat Jan 03, 2015 10:52 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 32493
Re: Friday Facts #67 - Happy new year
I wonder if you could tie floors into buildings - so that during the production of a building you could add the required resource type to the buildings list so that when you put it down it auto-generates the floor type around itself? (much like how buildings in Red Alert would have a default "floor ...
- Sat Jan 03, 2015 9:13 am
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 13547
Re: Early game defence tips wanted
AP bullets you really only need once the biters start to send out the really big bugs - up till that point regular ammo should be fine in the guns. So yes use regular ammo early on when you've not got the production setup ready to provide AP bullets and then switch over once you've got AP production ...