Search found 26 matches

by Stakhanov
Sun May 17, 2020 4:14 pm
Forum: Ideas and Requests For Mods
Topic: Feedback loops madness mod - any interest ?
Replies: 0
Views: 90

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...
by Stakhanov
Fri Jan 17, 2020 11:03 am
Forum: General discussion
Topic: Playing with biters
Replies: 12
Views: 983

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 ...
by Stakhanov
Sun Jan 12, 2020 8:06 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 10062

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 at least ...
by Stakhanov
Wed Jan 01, 2020 10:32 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 1153

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 ...
by Stakhanov
Sat Dec 28, 2019 7:12 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 1153

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...
by Stakhanov
Mon Dec 23, 2019 3:01 pm
Forum: General discussion
Topic: There is something wrong with music
Replies: 22
Views: 2098

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.
by Stakhanov
Mon Dec 16, 2019 4:17 pm
Forum: General discussion
Topic: How do YOU use and manage your v0.17 hotbars?
Replies: 11
Views: 1021

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)...
by Stakhanov
Mon Dec 16, 2019 1:29 am
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 1153

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...
by Stakhanov
Tue Oct 01, 2019 12:14 am
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 7022

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...
by Stakhanov
Fri Mar 15, 2019 7:12 pm
Forum: Ideas and Suggestions
Topic: Iron/Steel/Wood Walls?
Replies: 23
Views: 3772

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...
by Stakhanov
Wed Mar 13, 2019 7:26 pm
Forum: General discussion
Topic: Research going too fast/easy while I do other things?
Replies: 22
Views: 2546

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 ...
by Stakhanov
Mon Mar 11, 2019 9:33 pm
Forum: Balancing
Topic: Map gen puts enemies too close
Replies: 50
Views: 3703

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...
by Stakhanov
Sun Mar 10, 2019 6:10 pm
Forum: Balancing
Topic: Shotgun is embarrassingly bad right now
Replies: 77
Views: 12957

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...
by Stakhanov
Sun Mar 10, 2019 5:29 pm
Forum: Balancing
Topic: 0.16 -> 0.17 Yellow tech science
Replies: 8
Views: 1118

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.
by Stakhanov
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: 285

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...
by Stakhanov
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: 285

[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 :...
by Stakhanov
Fri Mar 08, 2019 7:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Non-recoverable error in scenario
Replies: 28
Views: 4084

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'...
by Stakhanov
Mon Mar 04, 2019 7:30 pm
Forum: Balancing
Topic: New spitter splash has an unexpected effect on flamethrower turrets
Replies: 8
Views: 1487

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.
by Stakhanov
Mon Mar 04, 2019 5:17 pm
Forum: Balancing
Topic: New spitter splash has an unexpected effect on flamethrower turrets
Replies: 8
Views: 1487

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...
by Stakhanov
Sun Feb 24, 2019 10:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 565
Views: 117718

Re: [MOD 0.13.17+] Rampant - 0.16.42

Oh , so the quiet times are intended then. This reminds me of the Left4Dead AI director's pacing formula , alternating quiet and horde attacks. You could tell when things were "too quiet" for a while , building tension. This experiment was on a maxed evolution sliders deathworld so , biter behavior ...

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