Search found 52 matches

by Goose
Wed Nov 20, 2024 1:05 am
Forum: Ideas and Suggestions
Topic: Remove fishbreeding for chemplant
Replies: 0
Views: 186

Remove fishbreeding for chemplant

TL;DR
Make the fish breeding recipe exclusive to the bio-chamber.

What?
The fish breeding recipe used to need treeseeds instead of nutrients, but now since the recipe has changed to require nutrients instead, the different buildings have the same challenge requirements needing nutrients and ...
by Goose
Wed Nov 20, 2024 12:29 am
Forum: Ideas and Suggestions
Topic: [DLC] - Make Gleba's unique structures more impactful
Replies: 4
Views: 1061

Re: [DLC] - Make Gleba's unique structures more impactful

I wouldn't try to balance the bio chamber to be as good as EMPs or foundries as that just doesn't feel possible and biolabs are supposed to be the main competitor, but making it more specialized for its risk is enticing.
In development the biochamber was exclusively added for gleba, and later on had ...
by Goose
Tue Nov 19, 2024 11:42 am
Forum: Ideas and Suggestions
Topic: Throwing rate for capsules should be added along with infinite health research
Replies: 3
Views: 326

Re: Throwing rate for capsules should be added along with infinite health research


I like this idea, especially in relation to combat robotics. What use is the high follower count if it takes me most of their lifetime to even deploy them?

I'm only wondering whether it wouldn't be better to have it as a separate research from the health.


Maybe, I think the name of the tech ...
by Goose
Tue Nov 19, 2024 10:36 am
Forum: Ideas and Suggestions
Topic: Throwing rate for capsules should be added along with infinite health research
Replies: 3
Views: 326

Throwing rate for capsules should be added along with infinite health research

TL;DR A 10% throwing fire rate buff of all capsules (grenades, combat robotics, poison, fish, gleba products, slowdown) for every level of health research should be applied to the player.

What?
Thematically it makes sense for the vibe of the tech, being stronger would mean the engineer is also ...
by Goose
Wed Oct 30, 2024 2:07 am
Forum: Duplicates
Topic: [2.0.11] Nuclear power achivement doesn't trigger on space platform
Replies: 4
Views: 754

[2.0.11] Nuclear power achivement doesn't trigger on space platform

Essentially I built a space platform with nuclear power and despite it's power being in the production graph it was not giving me the achievement.
For testing sake, I put a reactor on Nauvis and got the achievement as soon as I placed it down

Thanks, have a good day.
by Goose
Mon Nov 23, 2020 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.0] Crash on leaving server while loading save: !Scenario::loadingUpdatingFlag.exchange(true) was not true
Replies: 1
Views: 2214

[Twinsen][1.1.0] Crash on leaving server while loading save: !Scenario::loadingUpdatingFlag.exchange(true) was not true

I was trying to join a lobby and after a while of downloading the map and once finished, the game got stuck trying to load into the map. I pressed Escape a couple times to get out of the loading menu and my game crashed.

Feel free to ask further questions if needed, thank you.
by Goose
Sun Aug 23, 2020 10:50 pm
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 22
Views: 9985

Re: Spidertrons need to be damaged by explosions



Both of which (in vanilla) are PvP specific damage types.


Oh, yes it is. Then I think spidertron pvp balance is incomplete and buggy.
Because arties still try to aim and attack spidertron automatically but cannot damage it.
It's silly. Opponent arties are just wasting shells to nothing.
Arty ...
by Goose
Sun Aug 23, 2020 9:32 pm
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 22
Views: 9985

Re: Spidertrons need to be damaged by explosions

Along with this, spidertrons can't actually proc enemy landmines or be damaged by shotgun shells.

I would argue that there is some value to adding these features beyond just PvP that also enhance the singleplayer/cooperative experiences.


I think developers never thought about using spidertron in ...
by Goose
Tue Aug 18, 2020 3:10 am
Forum: Wiki Talk
Topic: Question regarding the new fish Easter egg
Replies: 1
Views: 1780

Question regarding the new fish Easter egg

In the 1.0 update with the addition of obtaining fish through space science, was that meant to be included with the wiki page? Or has that just not been added yet/Isn't meant to be added?
by Goose
Thu Aug 06, 2020 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [Vaclav] [0.18.43] Personal laser defense tech icon inconsistency
Replies: 1
Views: 2515

[Vaclav] [0.18.43] Personal laser defense tech icon inconsistency

Unlike all of the other armor technology equipment, there isn't an icon that indicates it's a armor technology for the personal laser defense.
Image
by Goose
Thu Jul 30, 2020 12:29 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 20764

Re: Version 0.18.37

Blueprint rework is stellar :)
On the artillery shooting speed fix, was there worry that artillery lag would be higher than it was?
by Goose
Fri Jul 24, 2020 2:20 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 52182

Re: Friday Facts #357 - Nuke

Absolutely love the blueprint grid addition and the nuke changes!

Quick question: With the new tileset for the nuke, does it absorb a specific amount of pollution?
by Goose
Mon Jun 01, 2020 7:51 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 22515

Re: Version 0.18.29


personally i was ok with the couple of wheels as an "engine unit". What had always bothered me is how you need a combustion engine to make an electric engine, but whatever, i don't mind that much.

What i do mind is how slowdown capsules are smaller than poison capsules......... but apparently ...
by Goose
Tue Mar 17, 2020 9:12 pm
Forum: Implemented Suggestions
Topic: [18.13]Make the new character GUI color sliders dictate the player's chat color
Replies: 0
Views: 972

[18.13]Make the new character GUI color sliders dictate the player's chat color

Currently the player can either change their character color through the /color command, or the character GUI, while that player's chat color can only be changed through the /color command. I am suggesting to allow both methods to change both the character color and the player's chat color.

:)
by Goose
Sat Mar 07, 2020 4:46 am
Forum: Balancing
Topic: Change the damage type of destroyers
Replies: 1
Views: 1915

Change the damage type of destroyers

TL;DR
Dissimilarize destroyer robots more from PLDs.


What ?
Personal Laser defense equipment and Destroyer robots are similar in function, damage type, and point of use in the game, they directly compete over each-other in use. This makes destroyer robots incredibly hard to balance, as PLD are ...
by Goose
Sun Feb 16, 2020 5:17 am
Forum: Resolved Problems and Bugs
Topic: [0.18.6]Combat robots don't benefit from fire resistance
Replies: 1
Views: 2304

[0.18.6]Combat robots don't benefit from fire resistance

In the flying-robot.lua, all three combat robots have two separate listings for each resistance type, in return only giving acid resistance despite fire resistance also being listed.
by Goose
Thu Sep 26, 2019 1:59 am
Forum: Resolved Problems and Bugs
Topic: [0.17.58] Crash on Fullscreen
Replies: 3
Views: 2070

Re: [0.17.58] Crash on Fullscreen


Thank you for taking the time to report the issue.

Does it crash if the game starts in fullscreen? (open Factorio properties in Steam Libarary and set launch options to --fullscreen=true)

Does it crash if you disable "Use flip presentation model" in graphics settings?


Upsettingly, I have lost ...
by Goose
Sat Sep 14, 2019 9:10 am
Forum: General discussion
Topic: [0.17.68]Indirect landmine "Nerf"
Replies: 5
Views: 3017

[0.17.68]Indirect landmine "Nerf"

Now with the most recent oil change pushing back construction bots to blue science, automated landmine defenses aren't possible until you have chemical science up and running. For anyone still using landmines, do you find this to be negligible, thoughts?
by Goose
Sat Sep 14, 2019 8:57 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 76846

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I guess this narrows down to personal opinion and suggestion, but I like the idea of landfill and other tile types working similar to how concrete and advanced concrete function together, where landfill would be on a higher layer than the rest of the tiles.
by Goose
Thu Sep 05, 2019 1:19 am
Forum: Not a bug
Topic: [0.17.68]Right aligned tool-tip text
Replies: 2
Views: 1549

[0.17.68]Right aligned tool-tip text

Image
The Energy consumption value is too large for the tool-tip box, and flows into the next line underneath. This right-aligns the text and is inconsistent to the rest of the tool-tip information. My monitor ratio is 1920x1080. I can supply additional info if needed.

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