Search found 125 matches
- Mon Mar 11, 2019 10:27 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 418045
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Glad to see this is being kept updated. Particularly since the new built in editor is lacking in tools for testing and tweaking blueprints.
- Sun Mar 10, 2019 2:36 am
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Re: Deconstruction Planner and Other 0.17 Feedback
After fixing my own problems 2nd time around doing the final part of the Campaign, I still feel that too much is presented too fast. It really isn't as clear as it could be. The biters in particular is something by and large doesn't fit in with the theme of the game as a whole. While the do make for...
- Sat Mar 09, 2019 8:04 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Re: Deconstruction Planner and Other 0.17 Feedback
Campaign, The biter spawn rate definitely is WAY too high in the early part of the campaign. I had finished the requirement of establishing 15 green circuits/m, 25 ammo/m and 6 red science/m. I had 4 turrets deployed on the iron side and 3 deployed on the copper side. I had 50 clips of ammo per turr...
- Fri Mar 08, 2019 8:56 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Re: Deconstruction Planner and Other 0.17 Feedback
If you look on the right side of the tool bar there is a menu icon with access to a range of commands. Most of them are all grayed out and mousing over states you must research construction robots to access. Yes, you can drag the deconstruction planner from the blueprint library, however it creates ...
- Fri Mar 08, 2019 7:24 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Re: Deconstruction Planner and Other 0.17 Feedback
Perceived Campaign fatal flaw, Splitters and Undergrounds come way too late. Once you have some turrents up and running, the research for them should become available right away.
- Fri Mar 08, 2019 7:01 pm
- Forum: General discussion
- Topic: No more sound alert when buildings being damaged/attacked ?
- Replies: 5
- Views: 5133
Re: No more sound alert when buildings being damaged/attacked ?
I am noticing this as well. I am playing through the campaign and had a burning miner drill destroyed. I had zero audible notification of either the attack or the destruction. I only noticed once I ran over to collect more iron plate. Going through the options, I do not see an option at all to turn ...
- Fri Mar 08, 2019 5:58 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Re: Deconstruction Planner
You do not have access to a deconstruction planner to the right of the toolbelt in the campaign until you unlock construction bots.
- Fri Mar 08, 2019 5:30 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 5877
Deconstruction Planner and Other 0.17 Feedback
As someone experienced with the game, one of the things I like to do place in my toolbelt right away is the Deconstruction Planner. It helps me visualize when building things on the fly. Now, I can't get it to stick on my toolbelt unless I have a physical copy in my inventory? What gives? I should b...
- Fri Mar 08, 2019 5:14 pm
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 46218
Re: How many main bus lines do you generally use?
Last factory I made ran 22 lines of iron, 2 lines of steel, 4 lines of plastic, 1 pipe of acid and 12 lines of copper. That was for 140 science per minute on yellow belt only. Obviously that would go down if I had cared to try red or blue belts.
- Sun Jan 06, 2019 8:28 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Suggestion around Game-Internal Mods-Handling/Mods-Management
- Replies: 8
- Views: 8098
Re: Suggestion around Game-Internal Mods-Handling/Mods-Management
I am going to bump this thread. With fluids finally getting overhauled, there is only ONE major thing I would like to see done to improve factorio. Mod Profiles. I have to mod setups I use. One is for my standard games and the other is for creative mode. I would like to be able to into the mods menu...
- Sun Jan 06, 2019 3:51 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
I gave you fair credit for what you believe in and how you felt. Until and unless you can come up with a rational reason why the pickaxe should remain as a baseline item in the game, I see no further point in wasting time with you. I think it should exist but be altered. replace "tools" a...
- Sun Jan 06, 2019 3:50 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 57114
Re: 0.17 Hype?
It is a sandbox. Like any good sandbox, the player has to define the endgame, not the developer. One day you might be building a castle. The next you are building a valley between two mountain ranges and then dumping out a bucket of GI Joe figures to play war. The day after that you are making sculp...
- Fri Jan 04, 2019 6:55 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
What kind of players who have been with the game longest also do not matter. Well. This tidbit seems to be representative of the quality of the entire wall of text that I pulled it from, so it feels like I could just- I'm lazy, instead of spending ten seconds to repeat it, I'll spend a full minute ...
- Fri Jan 04, 2019 8:02 am
- Forum: Off topic
- Topic: Factorio at work, factorio at home.
- Replies: 4
- Views: 3370
Re: Factorio at work, factorio at home.
Congratulations! Heard about that Electron rocket. Need more companies like Rocket Lab and SpaceX leading the way.
- Fri Jan 04, 2019 7:58 am
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 57114
Re: 0.17 build available?
I cannot wait for that new fluid system!
- Fri Jan 04, 2019 7:54 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
...snip... And you're projecting your faults onto me, ignoring my reasoning because you don't actually care to listen so your internal filter simply says I'm making purely 'emotional' arguments so you don't have to confront them. The symbolism of the pickaxe is that the things you craft are your to...
- Fri Jan 04, 2019 5:40 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
. . . snip . . . I am mistaken, you do not appear to be an idiot, you are just plain . . . I will let you pick your word to describe yourself. All you can do is insult people who present reasoned discussion on a topic YOU brought up. Congratulations. I should probably stop here, but I will go ahead...
- Fri Jan 04, 2019 4:46 am
- Forum: General discussion
- Topic: Factorio End-Game
- Replies: 5
- Views: 11983
Re: Factorio End-Game
End game is what you want it to be once you launch a rocket and unlock the infinite researches. Here are some good youtube channels to check out relating to Factorio and some select videos: Colonel Will Xterminator Katherine of Sky Nilaus Soeles Gaming Rocket Ballet Train Ballet Belt Ballet More Bel...
- Fri Jan 04, 2019 3:34 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Among other things outlined, the pickaxe is an introductory step for new players. Just as some people no longer see the value in setting up their first electricity plant, initial pickaxe craft isn't meant for very experienced players. It's a step in a different stage of the game - the first five mi...
- Fri Jan 04, 2019 3:10 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39937
Re: The Problem With Pickaxes - Digging Out Factorio's Core
@Featherwinglove and others who think like him. I see a problem with the train of thought you folks have. Y'all clearly like the game. Y'all clearly greatly enjoy the modded game. Most, if not everyone, disappointed in the removal of the pickaxe and the changes to mining coming with 0.17 are all pl...