Search found 27 matches
- Mon Aug 17, 2020 10:36 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328128
Re: Thank you (Make the dev-team happy today!)
Thanks for keeping up the good work for so many years , to bring such a nice result. It sets up a high standard for the gaming industry now. By the way , a good way to show gratitude is to gift factorio copies to people who can't afford the game , so whoever has the means should consider doing that ...
- Sun May 17, 2020 4:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Feedback loops madness mod - any interest ?
- Replies: 0
- Views: 761
Feedback loops madness mod - any interest ?
Something I love in mods such as angel/bobs and the pyanodon suite is supply chain loops (product A makes product B makes product C makes product A) that can trigger feedback loops when the delicate balance of your production is disrupted. This motivates me to try modding Factorio myself to make a s...
- Fri Jan 17, 2020 11:03 am
- Forum: General discussion
- Topic: Playing with biters
- Replies: 12
- Views: 4369
Re: Playing with biters
If you're playing solo then it's expected that deathworld biters take a lot of your time. There are custom deathworlds I played that are only possible in coop thanks to biter swarms quickly eroding even very heavy defenses , making base maintenance a full time job until drones. If the biters have a ...
- Sun Jan 12, 2020 8:06 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 37748
Re: New Achievement Ideas
While blueprint importing is very much necessary to avoid repetition after many runs , it would be nice to have an "all my design" achievement for not using any imported blueprints in a given run until rocket launch. This would push new players to try and figure things out on their own (or...
- Wed Jan 01, 2020 10:32 pm
- Forum: General discussion
- Topic: Edge of winnability settings
- Replies: 6
- Views: 3892
Re: Edge of winnability settings
Just launched a rocket after 30 hours in a (green start) deathworld with 40% pollution absorption , 30% biter cost and 25% pollution diffusion. The start was a mighty struggle as we spent the vast majority of our iron on ammo and turrets , then mass produced piercing ammo to go on the offensive and ...
- Sat Dec 28, 2019 7:12 pm
- Forum: General discussion
- Topic: Edge of winnability settings
- Replies: 6
- Views: 3892
Re: Edge of winnability settings
Interesting , we did a default setting angel/bob/rampant/RSO coop run a while ago but defense was very easy thanks to plasma turrets. Did you remove artifact drops or disable bob's warfare ? Rampant biters did not seem to adapt to those plasma turrets (not that much could be done when they covered o...
- Mon Dec 23, 2019 3:01 pm
- Forum: General discussion
- Topic: There is something wrong with music
- Replies: 30
- Views: 13987
Re: There is something wrong with music
Factorio's soundtrack sounds fine and functional to me. It has played for 1000+ hours without making me sick so , I don't see any issues with it.
- Mon Dec 16, 2019 4:17 pm
- Forum: General discussion
- Topic: How do YOU use and manage your v0.17 hotbars?
- Replies: 11
- Views: 5237
Re: How do YOU use and manage your v0.17 hotbars?
The hotbar is so practical I can't see myself reverting to inventory for most tasks. Mine is like : 1) (furnace - miner early on) or (yellow storage chest - medium pole) - yellow belt - yellow underground belt - yellow splitter - assembling machine - mining drill - wall - gun turret - repair pack 2)...
- Mon Dec 16, 2019 1:29 am
- Forum: General discussion
- Topic: Edge of winnability settings
- Replies: 6
- Views: 3892
Edge of winnability settings
Since the biter pathing change , large biter swarms seem much more threatening. As a result it's easy to make them appear too early to stand a chance at winning or progressing in the game. But I think I found a sweet spot that allows desperate last stands stretching on for quite a while : deathworld...
- Tue Oct 01, 2019 12:14 am
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 23601
Re: Are Bitters unnecessary?
I may be in the minority , but I find biters absolutely integral to the factorio experience. For planning to pose a challenge , it must be under the pressure of attack waves that must be handled with whatever tech you have , in a perimeter size you can afford. This is why I play and host worlds with...
- Fri Mar 15, 2019 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Iron/Steel/Wood Walls?
- Replies: 23
- Views: 10486
Upgraded / end game wall type
TL;DR A second tier of walls with more hit points to better protect against behemoth biters. The concept : This is something that people have talked about a long time ago , but never produced its own suggestion thread for some reason. Current walls are available extremely early , and are fairly che...
- Wed Mar 13, 2019 7:26 pm
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 9843
Re: Research going too fast/easy while I do other things?
I think this is mostly due to the nature of the game - if research is slow , you can always expand it and the materials extraction and processing needed to support it until it's no longer slow. But it's true that the game has fairly cheap research with default settings , I think this was decided to ...
- Mon Mar 11, 2019 9:33 pm
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 16973
Re: Map gen puts enemies too close
I thought this was an intended change , it's entirely normal to be attacked prior to first research if you use lots of burner miners , and it should be manageable with light armor and pistol. Light pollution produces small attack waves , especially if it's just one nest. Deathworld settings on the o...
- Sun Mar 10, 2019 6:10 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 38688
Shotguns no longer are competitive , with no useful niche
While shotguns already had very limited uses in 0.16 , I'd argue the combat system change in 0.17 made them effectively useless beyond shooting isolated , undefended single nests prior to any weapon or ammo upgrades. An issue arises when trying to use them against worm or spitter defended nests : fi...
- Sun Mar 10, 2019 5:29 pm
- Forum: Balancing
- Topic: 0.16 -> 0.17 Yellow tech science
- Replies: 8
- Views: 4164
Re: 0.16 -> 0.17 Yellow tech science
It seems to me that this recipe change was intended to 1) entice players to mass produce frames for all drone types and 2) bridge the gap between a late game factory and a rocket assembling one. This means less single-purpose factories.
- Sun Mar 10, 2019 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Crash creating circuit design tied to power generation
- Replies: 3
- Views: 1638
Re: Faulty SR latch design tied to power generation crashed the game
Sure thing. Unfortunately I didn't think to keep the relevant autosave from before it crashed , but the crash can probably be reproduced manually by setting up that circuit network contraption and wiring it to a power switch. 0.001 2019-03-10 14:31:25; Factorio 0.17.9 (build 43513, win64, steam) 0.0...
- Sun Mar 10, 2019 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Crash creating circuit design tied to power generation
- Replies: 3
- Views: 1638
[0.17.9] Crash creating circuit design tied to power generation
This may or may not be an issue with 0.17 specifically (no mods) but I'm submitting this just in case. I tried to make a SR latch from memory to regulate backup (steam engines) power generation but the result was very wrong , layout of decider combinators linked with a single color of wire like so :...
- Fri Mar 08, 2019 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Non-recoverable error in scenario
- Replies: 28
- Views: 14926
Re: [0.17.9] Non-recoverable error in scenario
Got this too , right after completing the coal extraction objective. Here's the code it gives : The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_tick (ID 0) __base__/lualib/compi.lua:97: bad argument #1 to 'pairs'...
- Mon Mar 04, 2019 7:30 pm
- Forum: Balancing
- Topic: New spitter splash has an unexpected effect on flamethrower turrets
- Replies: 8
- Views: 5276
Re: New spitter splash has an unexpected effect on flamethrower turrets
We saw that happen with just medium spitters , but big spitters certainly make things worse.
- Mon Mar 04, 2019 5:17 pm
- Forum: Balancing
- Topic: New spitter splash has an unexpected effect on flamethrower turrets
- Replies: 8
- Views: 5276
New spitter splash has an unexpected effect on flamethrower turrets
Once version 0.17 was released I was excited to try out the new target leading flamethrower turrets , and they do deliver in biter slaughter for sure. However there's a problem with them - pipes feeding them will often be destroyed by spitter attacks' splash damage , and the flamethrower turrets wil...