Search found 1654 matches

by bobucles
Thu Oct 08, 2020 2:59 pm
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1294

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.
by bobucles
Wed Sep 02, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: Make reactors glow brighter based on adjacency bonus
Replies: 4
Views: 174

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.
by bobucles
Mon Aug 31, 2020 1:56 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 22052

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...
by bobucles
Mon Aug 31, 2020 1:45 pm
Forum: Ideas and Suggestions
Topic: Boop- Combinator based button presser
Replies: 0
Views: 96

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'...
by bobucles
Sat Aug 15, 2020 8:09 pm
Forum: General discussion
Topic: Spidertron facts
Replies: 5
Views: 725

Re: Spidertron facts

Personal roboports only make green zones, they don't make orange zones.
by bobucles
Sat Aug 15, 2020 1:20 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 122
Views: 76361

Re: Friday Facts #120 - Spidertron

I love it.
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
by bobucles
Wed Aug 05, 2020 1:52 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 8326

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.
by bobucles
Fri Jul 10, 2020 11:41 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 5696

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.
by bobucles
Tue Jul 07, 2020 3:06 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 5951

Re: Friday Facts #354 - Launch party and HR power switch

ske wrote:
Sat Jul 04, 2020 10:53 am
Why does the "plug" in the power switch have two prongs while there is only one wire on the poles?
It's a proper 3 wire system if the red and green signal wires are used. But obviously gameplay trumps all.
by bobucles
Fri Jul 03, 2020 5:22 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 5951

Re: Friday Facts #354 - Launch party and HR power switch

I clicked the rocket, rocket go fooosh.
by bobucles
Fri Jun 19, 2020 10:23 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18469

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 players freel...
by bobucles
Wed Jun 17, 2020 11:49 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18469

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. :lol: That and the new pipe flushing system could have taken care of most things.
by bobucles
Tue Jun 16, 2020 12:26 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14932

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...
by bobucles
Fri Jun 05, 2020 1:45 am
Forum: General discussion
Topic: finally built first silo!
Replies: 13
Views: 862

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....
by bobucles
Fri Jun 05, 2020 1:38 am
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 535

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. :roll: #bigthink
by bobucles
Fri May 29, 2020 9:36 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 11433

Re: Friday Facts #349 - The 1.0 plan

This These values also includes some optimizations implemented by Rseding.
You're going to kill the proofreading team at this rate! :lol:
by bobucles
Sat May 16, 2020 7:05 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6353

Re: Friday Facts #347 - New hope demo levels

Eiermann wrote:
Sat May 16, 2020 5:24 pm
I would separate the resources in Level 05 because it would just confuse new players when you end up with a mixed up belt and everything gets stuck.
But that's also a good challenge for players to contend with. Better to teach it early rather than never.
by bobucles
Fri May 15, 2020 3:48 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6353

Re: Friday Facts #347 - New hope demo levels

Over 5 years of optimizing the game to the limits, and it all gets spent on graphical overhauls in a month. Never change, game industry! :mrgreen:

I tease, I tease. It's nice to see more shiny things in Factorio. Can't go wrong with shinies.
by bobucles
Fri May 15, 2020 2:45 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6353

Re: Friday Facts #347 - New hope demo levels

billbo99 wrote:
Fri May 15, 2020 1:47 pm
I wonder how hard it would be to have the construction drones throw grenades to clear trees
I wonder how fun it would be to have drones throw grenades at enemy player bases to deconstruct them. :lol:
by bobucles
Mon Apr 27, 2020 7:36 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 7617

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

I do think it would be more interesting if Any% category didn't allow custom seed, while Default Settings category did The any% category tends to be more open and unrestricted. It may as well be called the "anything goes" category because the skips get SO crazy that their subcategories describe the...

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