Search found 1657 matches
- Tue May 11, 2021 10:00 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 13560
Re: Steam Engine should not "scale down" automatically.
The steam engine ramping down is a good thing for difficulty. Why? Because boilers make pollution, and pollution brings in biters. If the player builds too many boilers, they'd drown in biter spam regardless of their actual factory production. Skilled players would see very little gameplay change, b...
- Wed Jan 13, 2021 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 1592
Re: Don't make a spot on the map when an atomic bomb is used
Why not fix the land with some landfill? Bulldoze the waste, replace with good land. It'd be a simple and handy mod.
- Wed Jan 13, 2021 12:51 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 11628
Re: Game optimization and playability
Factory production in Factorio is incredibly fast paced. Most objects produce in seconds, and fractions of a second with beacons. Inventory space is large and trains have monolithic item transporting rates. Frankly, if you want more factory or train networks, it makes sense to start nerfing things. ...
- Thu Oct 08, 2020 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 2876
Re: Electric Discharge Defense trigger on melee damage
Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage.
Of course, neither approach is very useful for surviving an acid bath.
Of course, neither approach is very useful for surviving an acid bath.
- Wed Sep 02, 2020 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Make reactors glow brighter based on adjacency bonus
- Replies: 4
- Views: 771
Re: Make reactors glow brighter based on adjacency bonus
It would probably make more sense to have the connectors between the power plants be altered in some way. Visual clues are the best clues, and a clue directly between adjacent plants is a pretty good clue.
- Mon Aug 31, 2020 1:56 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 42644
Re: Personal robots prioritizing nearest first
I think roboport priorities can be best resolved by letting players set their desired roboport radius. A tighter radius definitely launches bots on shorter errands and they work more efficiently as a result. Some quick modding with -5 radius on the mk.1 and mk.2 definitely gets the bots working more...
- Mon Aug 31, 2020 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Boop- Combinator based button presser
- Replies: 0
- Views: 455
Boop- Combinator based button presser
Currently there are two major types of remotes in the game, one to launch artillery and one to control the spidertron. Currently these remotes must be used manually, but what if the remotes themselves could be automated? Enter the booper, a device made strictly for pushing buttons on the remote. It'...
- Sat Aug 15, 2020 8:09 pm
- Forum: General discussion
- Topic: Spidertron facts
- Replies: 5
- Views: 1749
Re: Spidertron facts
Personal roboports only make green zones, they don't make orange zones.
- Sat Aug 15, 2020 1:20 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 100433
Re: Friday Facts #120 - Spidertron
I love it.
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
- Wed Aug 05, 2020 1:52 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 24504
Re: Friday Facts #358 - Alien decoratives & Polluted water
Ooh, a reason to rush out those efficiency modules. Playing a pure green style is a challenge all its own, but it's not impossible to avoid dealing serious damage to the environment. At least, it is quite doable until you start cranking up the marathon death world settings.
- Fri Jul 10, 2020 11:41 am
- Forum: News
- Topic: Friday Facts #355 - High resolution updates
- Replies: 27
- Views: 12247
Re: Friday Facts #355 - High resolution updates
I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
- Tue Jul 07, 2020 3:06 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 14329
- Fri Jul 03, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 14329
Re: Friday Facts #354 - Launch party and HR power switch
I clicked the rocket, rocket go fooosh.
- Fri Jun 19, 2020 10:23 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 51676
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
A troll with grenades or a troll with a nuke can do much more damage than purging your pipe network. It might be okay to give the purge effect some inertia. If it drained the system at a finite (but fast) rate, that gives the player some reaction time to go "oh shi" while still letting pla...
- Wed Jun 17, 2020 11:49 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 51676
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
It's amazing how difficult the fluid mixing system has been to deal with. It probably would have been easier to have a warning icon whenever fluids crash in the pipe network.
That and the new pipe flushing system could have taken care of most things.

- Tue Jun 16, 2020 12:26 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 38956
Re: Friday Facts #348 - The final GUI update
I don't understand the perils of being color blind, but some of the solutions to color blindness fall under the same category as good game design. Palette swaps are generally gross, make sure that in game icons are visually distinct in some way. For example, the 3 types of modules are identical, but...
- Fri Jun 05, 2020 1:45 am
- Forum: General discussion
- Topic: finally built first silo!
- Replies: 13
- Views: 2479
Re: finally built first silo!
What this means, is to produce all 100 percentage points of the rocket, you only need to supply the silo with 5/7 of the materials, or about 72%. That 40% Productivity translates to a roughly 28% materials savings in terms of parts per rocket. But it's 28% material savings for each step of the way....
- Fri Jun 05, 2020 1:38 am
- Forum: General discussion
- Topic: Async auto save in multiplayer but not in singleplayer?? Why??
- Replies: 8
- Views: 2024
Re: Async auto save in multiplayer but not in singleplayer?? Why??
Ah, but if you VM a linux machine to host a server, then you can get the fork command in windows for the async save.
#bigthink

- Fri May 29, 2020 9:36 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 23590
Re: Friday Facts #349 - The 1.0 plan
You're going to kill the proofreading team at this rate!ThisThese values also includessome optimizations implemented by Rseding.

- Sat May 16, 2020 7:05 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 19715