Search found 103 matches
- Fri Sep 24, 2021 6:24 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 88
- Views: 13857
Re: What are the most impractical items in Factorio?
I would like to revise my previous statement of barreled fluids being useless. I remembered an edge-case where they are invaluable: When you play in high difficulty settings, setting up large pollution-producing outposts is hard, especially for far-away patches. Like oil. Also, in the beginning one ...
- Fri Sep 24, 2021 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 5436
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod. Should be quite simple with https://wiki.factorio.com/Types/EntityPrototypeFlags#.22not-repairable.22 Exactly what i was searching, ...
- Thu Sep 23, 2021 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 5436
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod.
- Wed Sep 22, 2021 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 5436
Re: Can we please make constructions bots avoid fire?
-Change bot stats to : 60hp, 90% Acid resistance, 95% Fire resistance -Make bots unrepairable (idea copied from some other post in this threat) The stats are copied from destroyer bots. The increased fire resistance should make it much more likely that bots can survive repairs during fire. Acid resi...
- Thu Jul 22, 2021 5:43 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 88
- Views: 13857
Re: What are the most impractical items in Factorio?
Items i consider useless: -lamps (except for visual signaling, which i don´t do) -piercing level ammo (gun/shotgun) -tanks (and related ammo) -distractor robots Items i don´t use due to playstyle/preferences: -cluster grenades -slowdown/poison capsules (rarely i use poison for worm sniping) -destroy...
- Sat Feb 20, 2021 7:02 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 3702
Re: [1.1.5] slow stickers - player and spidertron
If you run in a very small circle, your average velocity is 0, so the spit will be aimed at where you are (and hit). If you run in a larger circle, the aim will be off the mark, but still closer than without averaging your velocity (probably?, i didn't go through all scenarios). At least it should m...
- Sat Feb 20, 2021 4:06 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 3702
Re: [1.1.5] slow stickers - player and spidertron
I agree that acid pools are kind of OP, especially their stacking slow and since vehicles don't have the characters dodging ability i would very much welcome some sort of change. As far as i'm concerned the change could be to have spitters/worms use the character speed averaged over the last half-se...
- Fri Feb 19, 2021 12:23 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 9842
Re: Efficiency Module Scaling
One of the challenges with finding a place for efficiency modules is that their only effects are to reduce energy consumption and pollution production. Both issues can alternatively be dealt with by building more power plants and more defenses. The only situation in which I see efficiency modules b...
- Sat Jan 09, 2021 3:02 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 8689
Re: Game optimization and playability
At first and second readings, you appear to be saying that Factorio won't ever be optimised enough until a saved game can be expanded until either the player's death of old age, or the universe winds down enough to make life as we know it impossible, whichever comes first. I wouldn´t strictly say i...
- Sat Jan 09, 2021 2:03 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 8689
Re: Game optimization and playability
I´ve seen a few answers saying basically "Improving performance won´t do since then people will just build bigger factories until they hit performance again". I would like to argue that this is not true. Building a factory takes time. Building a bigger factory takes more time. Humans have ...
- Sat Jan 09, 2021 3:07 am
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 34
- Views: 6310
Re: Armour & Gun quickbar location question
Counterpoint: The right side was already cluttered with stuff, map, entity info, so might as well keep all the stuff there and have a full free screen to the left.
And I saw the option to move it to the quickbar. Didn´t do it for me.
And I saw the option to move it to the quickbar. Didn´t do it for me.
- Fri Jan 08, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 34
- Views: 6310
Re: Armour & Gun quickbar location question
+1
Please Please PLEEEEEASE give me a checkbox to move the Armor/Gun quickbar to the right again. Bonus points for explaining the reason for moving it.
Please.
Please Please PLEEEEEASE give me a checkbox to move the Armor/Gun quickbar to the right again. Bonus points for explaining the reason for moving it.
Please.
- Sat Dec 26, 2020 1:38 pm
- Forum: General discussion
- Topic: Factorio is two games: pre and post robots.
- Replies: 55
- Views: 9154
Re: Factorio is two games: pre and post robots.
As far as I understand, the prime reason that throws you off of testing your theories yourself is that you simply lack the finger skill required to keep up with your thoughts. Have you thought about writing a bot to do that for you? Building a factory is basically just executing a very elaborate scr...
- Sun Dec 20, 2020 3:53 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 5213
Re: Come up with new infinite research
Military research may not be theoretically infinitely usefull, but in practice, reaching that point (killing behemots with anything with one shot) will not happen anytime soon. On biter-heavy maps, upgrading damage can heavily reduce the effort you need to put into defending your territory as well a...
- Mon Sep 14, 2020 9:32 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 14162
Re: I can't beat it...
I don't think it's worth on this kind of map. I mean eventually you'll need to clean up some bases, however @jodokus31 made a valid point, that w/ this map, pollution will just spread further, so it doesn't really matter that much. On this map you'll need to clean up quite a huge section to get eno...
- Fri Sep 11, 2020 7:47 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 14162
Re: I can't beat it...
Attacking spawners might be the answer. Although I am not certain exactly which bases to destroy to make the waves smaller. Looking for some input here as I am running around so frantically that I rarely spend time watching how enemy bases behave. Not to mention I haven't played as much since Wube ...
- Wed Sep 02, 2020 3:29 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 14162
Re: I can't beat it...
I started playing Marathon Death World version 1.0 with default settings. I managed to launch the first rocket in 94 hours. I don't know if it's fast or not, but it's harder to play than a regular game. I... hope that it's harder. I'm an enthusiastic MD player too, but I always use regular terrain....
- Fri Aug 28, 2020 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 12
- Views: 1248
Re: Disable construction near enemies/fire
I can see why you'd want to be able to disable construction near enemies, especially since you can do this with your personal roboport. But instead I think it might be best to program construction bots to have a sense of self-preservation; To have them avoid enemies instead of charging blindly into...
- Mon Aug 24, 2020 7:47 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 14182
Re: Defence economy balance
Have you considered that you missed the point completely? Apparently I have missed the point completely. I don't get why these parameters need adjustment, and why weapons need balance at all. It would ruin my fun if all weapons were made to effectively cost the same. Forgive me. It's just an easy t...
- Mon Aug 24, 2020 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 12
- Views: 1248
Disable construction near enemies/fire
As the title says, I would like an option to disable robot-based construction/repair for entities that have enemies/fire nearby. Construction robots have 100 hp and no reasonable resistances or dodging protocols. Sure, 85% fire resistance, but spending several seconds construction in a fully fueled ...