Search found 606 matches
- Thu May 20, 2021 1:07 am
- Forum: General discussion
- Topic: [QoL] Get rid of false I/O with liquids
- Replies: 3
- Views: 1449
Re: [QoL] Get rid of false I/O with liquids
I am unsure why this must be fixed every time over additional mods or with X recipes to fit for a nice production chain but it causes every time headaches to me. What I mean? Yes, that the outputs, even in vanilla from the Refinery are not equal to the chemical plant which isn't solved by simply ro...
- Tue May 18, 2021 9:05 am
- Forum: General discussion
- Topic: Wave Defense - Who Plays?
- Replies: 6
- Views: 2300
Re: Wave Defense - Who Plays?
It'd be really cool if we had a scenario sub forum on Factorio.
We've posted about wave defense here - https://www.speedrun.com/factorio/thread/xg6w1
In case you find, as I do, the videos too time consuming to watch.
We've posted about wave defense here - https://www.speedrun.com/factorio/thread/xg6w1
In case you find, as I do, the videos too time consuming to watch.
- Tue Apr 27, 2021 6:01 pm
- Forum: Multiplayer
- Topic: RocketRush PvP anyone?
- Replies: 0
- Views: 884
RocketRush PvP anyone?
Imported blueprints allowed, but no exploits :p Attacking the other player is definitely allowed. Any settings welcomed, though prefer no mods. US time zones
- Sat Apr 24, 2021 12:39 pm
- Forum: General discussion
- Topic: Complexity analysis of factorio resources
- Replies: 6
- Views: 2215
Re: Complexity analysis of factorio resources
Zowie. No, not at all, but respect for the effort.
Something in browser I think would be appropriate here. There is only some small value to this list, and it's going to be rather subjective.
Something in browser I think would be appropriate here. There is only some small value to this list, and it's going to be rather subjective.
- Sat Apr 24, 2021 12:10 pm
- Forum: General discussion
- Topic: Complexity analysis of factorio resources
- Replies: 6
- Views: 2215
Re: Complexity analysis of factorio resources
There are different ways of doing the scoring I suppose. For example, both ore and oil just take one step (miner or pumpjack), but clearly oil is harder to get. How much harder, is map dependent and subjective to skills. Advanced oil also has complexity issues with buffering and pipe layout. Visuali...
- Fri Apr 23, 2021 6:08 pm
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 15853
Re: Is using other people’s blueprints cheating?
It mostly depends on how you enjoy the game. Some considers factorio a puzzle game where you work on individual little problems so they detest blueprinting, which I respect. But I strongly disagree on the opinions that blueprinting " breaks the spirit of the game ". Factorio is a game abo...
- Fri Apr 23, 2021 6:00 pm
- Forum: General discussion
- Topic: Complexity analysis of factorio resources
- Replies: 6
- Views: 2215
Complexity analysis of factorio resources
Was wondering if anyone has done this. Fairly easy to do, just add up complexity of the total build chain of a resource, but if someone has already got it done, nicely laid out, love to re-use it.
Dave?
Dave?
- Wed Apr 21, 2021 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Ghost placement in map mode
- Replies: 10
- Views: 1881
Re: Ghost placement in map mode
That would likely be very very confusing to muscle memory. I've never seen a UX mechanic like that in any other software, and likely for good reason.
- Mon Apr 19, 2021 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Copy-paste modules (in addition to settings)
- Replies: 22
- Views: 17310
Re: Copy-paste modules (in addition to settings)
The key words for me is - "I would like that to apply to adding modules." Adding modules is a huge hassle, even after robots, because you can't copy-paste them in similar to other settings. You have deconstruct the entity first, and then paste in a whole new blueprint of assembler + module...
- Mon Apr 19, 2021 11:28 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
- Replies: 5
- Views: 4774
Re: Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
Talk about burying the lead! IMHO - Really needs to a better curated list of frequently suggested features. Having read the suggestions forum, there are no more than 10 *specific* frequently made points made by veteran players, the rest are just vague desires for more mechanics by folks new to the g...
- Mon Apr 19, 2021 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Make biter aiming harder to trick
- Replies: 10
- Views: 1980
Re: Make biter aiming harder to trick
I'll skip the commentary as it's offtopic from the main point, except to say it really is more convenient to use artillery islands. Try it out!
As for the original suggestion, that really only gets you so far. Try taking out a large biter base with that
This is why there are acid splashes.
As for the original suggestion, that really only gets you so far. Try taking out a large biter base with that
- Mon Apr 19, 2021 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 4185
- Mon Apr 19, 2021 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Ghost placement in map mode
- Replies: 10
- Views: 1881
Re: Ghost placement in map mode
Just a headsup, I've been using switched controls (build ghost is now left mouse, build is shift left mouse button) for the last few days. This issue used to annoy the heck out of me, but it's completely gone away now that I've reversed the controls. Might be something you want to wait until you're ...
- Mon Apr 19, 2021 10:54 pm
- Forum: Ideas and Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 77
- Views: 29428
Re: Hotkey to replace existing structures with blueprint
I'm sure there is a good reason! However, it'd be nice to know it wasn't just overlooked and some acknowledgement that is a clearly highly desirable feature that is very much consistent with the games capabilities.
- Sat Apr 17, 2021 4:35 pm
- Forum: General discussion
- Topic: Complete the game in 8 hours achievement - time for a change?
- Replies: 16
- Views: 18603
Re: Complete the game in 8 hours achievement - time for a change?
If you're having troubles with this, I very highly recommend co-op mode! Lots of fun. I joined a group blindly just off a random reddit post and first time, we did it under 3 hours. The record is 73 minutes I believe. I made it my job to put in all the power poles and belts as I really had no idea w...
- Sat Apr 17, 2021 4:13 pm
- Forum: Ideas and Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 77
- Views: 29428
Re: Hotkey to replace existing structures with blueprint
Given the traffic and how obvious the feature is, it'd be nice at least to get feedback as to why it wasn't implemented.
- Sat Apr 17, 2021 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Ghost placement in map mode
- Replies: 10
- Views: 1881
Re: Ghost placement in map mode
You can just change it via keybinds, which I will start doing.. Perhaps that is what jodokus meant by 'reverse controls'.
- Sat Apr 17, 2021 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Make biter aiming harder to trick
- Replies: 10
- Views: 1980
Re: Make biter aiming harder to trick
Yeah, hopefully enemy AI will improve. There is a lot of well thought out PvE mechanics in Factorio, between all the weapons and mobs. A lot of invested time and energy. It's a shame to just give up on it like they seem to have. In particular, artillery on islands with logistics chest is pretty much...
- Sat Apr 17, 2021 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Editing in map view
- Replies: 12
- Views: 3503
Re: Aligning illogical differences between copying and building of entities
Yeah, it's a bit silly TBH, but you can click paste most configurations in map view. Just need to remember to do it, I guess. The only one that is a true hassle with no good workaround is adding modules to assemblers. Except maybe a mod, which may or may not work between versions. That one is partic...
- Sat Apr 17, 2021 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 11194
Re: Brownout icon / Low power icon / Low power warning
To summarize the discussion, tho it seems rather obvious to me, but I guess others are having difficulties. Folks would like an icon indicating low power, but others I guess think that's too much of a gimme. (Added note: pipes have flashing, so it would be consistent) New players may mistake low pow...