Search found 106 matches
- Thu Dec 01, 2016 12:57 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
Unending research will have negative consequences on combat ballance While I believe that the concept of unending research is good for resource consumption and gives the player a way to exhaust resource fields. It will undoubtedly make the task of balancing combat for the duration of a game an impo...
- Thu Dec 01, 2016 9:59 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999710
Re: Factorio Roadmap for 0.15 + 0.16
Personally I don't think it's barrels that need nerfing, it's chests. There's never any reason I have needed to store almost 10,000 Electronic Circuits on a single tile. You could have 14 wagons unload all their cargo between 12 chests and still have room to spare. Steel Chests could stand to be re...
- Wed Nov 30, 2016 7:33 am
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 3537
Stacksize in tooltip
Thought of that many times and now I am in this situation again, that I am not sure, if limiting the chest is enough or if I should wire it.
Already playing over 600 hours and sometimes I still cannot remember all stacksizes.
So pls add the stacksize into the tooltip of each item.
Already playing over 600 hours and sometimes I still cannot remember all stacksizes.
So pls add the stacksize into the tooltip of each item.
- Tue Nov 29, 2016 10:29 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: [0.14]Compact tileable 25x16 Oil to Petroleum gas processing
- Replies: 13
- Views: 17698
Re: Compact tileable 25x16 Oil to Petroleum gas processing
I prefer using heavy oil for lubricant and light oil with circuit network to decide whether to make solid fuel or cracking it to petroleum gas.
- Tue Nov 29, 2016 10:07 pm
- Forum: General discussion
- Topic: How likely are changes to the core parts of a base?
- Replies: 7
- Views: 2504
Re: How likely are changes to the core parts of a base?
I'd like to try get started on a megabase that can launch 1 rocket per minute (gave up on the last attempt), but the devs are doing such a good job with updating the game that I don't want to start now and have to change huge chunks of the base when the full release finally comes. Things like nucle...
- Mon Nov 28, 2016 8:46 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
Ehm, no?mikiqex wrote:... like humans have in their DNA that spiders are dangerous, they may know that turrets are bad (M'kay?)
- Sun Nov 27, 2016 7:24 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
I definitely agree, giving the player a choice to enter combat mode that is easier to control/micro combat and gives more feedback, would be beneficial to the combat aspect of Factorio, it would also somewhat nerf the "Turret Creep" problem, as the player would have to take the gamble of ...
- Sun Nov 27, 2016 9:10 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
I wonder how the infinite research will influence combat. Because even if all weapons are somewhat balanced out and viable... the Biters won't scale anymore after a certain point because they reached maximum evolution... but the player can go well beyond that with additional research levels. At som...
- Sun Nov 27, 2016 9:01 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
I would not nerf turret creep. Esp. as long as it is the only way to get rid of the biters. And making a cooldown or delay before they can attack would just make attacking the nests more die-hard, what it already is. But the more research the more twinkle-toed and fun the fights should become, esp. ...
- Sat Nov 26, 2016 11:53 pm
- Forum: Show your Creations
- Topic: CELLS - grid modules Prototype
- Replies: 27
- Views: 14271
Re: CELLS - grid modules Prototype
I played around with your design and I must say, this is very nice for a supply outpost. At the moment, everything except stuff that needs liquid will be produced there. For every ressource I have an extra station and those are put on the outer lane of the belt. The intermediate go on the inner lane...
- Sat Nov 26, 2016 11:45 pm
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 467824
Re: Movie Player
Congratulations, you have been trolledMicFac wrote: if you really didn't know it... darude - sandstorm
- Sat Nov 26, 2016 1:34 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63783
Re: Friday Facts #166 - Combat Revisit
A propos dune :). I would love to see some sort of uber enemy like sandworms, that don't attack you unless you come too close, won't attack your base unless provoked, but are practically impossible to destroy. Maybe having to research a 'repellent' device to protect new outposts. That is an awesome...
- Sat Nov 26, 2016 8:50 am
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16259
Re: What do you do with your wood?
That made me see the title totally different and then I had to laugh.daniel34 wrote:To be honest I only clicked on this thread to check for spam, because we had some "male enlargement" spam in the last weeks .Dasani wrote:What do you do with your wood?
- Sat Nov 26, 2016 8:07 am
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16259
Re: What do you do with your wood?
Fuel for boiler, car, tanks and trains. And you build the shotgun from it.
- Fri Nov 25, 2016 12:03 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67745
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
if you press R on the train you can rotate it right on the track. though that only works when you are there to rotate them. I know, but sometimes when I go somewhere else, maybe by car, tank or foot, it happens that I want to return by train. This happens quiet often, eg when fighting, clearing the...
- Fri Nov 25, 2016 11:56 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999710
Re: Factorio Roadmap for 0.15 + 0.16
Maybe yes, but making Factorio a tower offense game is quiet funny :D In the beginning I am doing it with the normal gun turrets. I just run in having pressed the left mouse button to build a line of towers, then switch the cursor to ammo and ctrl click this into the turrets. That works really fast ...
- Fri Nov 25, 2016 11:48 am
- Forum: Show your Creations
- Topic: CELLS - grid modules Prototype
- Replies: 27
- Views: 14271
Re: CELLS - grid modules Prototype
Later oil or petroleum can fill one of the two pipes. That is a very fascinating design and I am thinking of using some of your ideas. But i figured out a problem: the oil you mentioned. You only have one pipe left, but the game has more than one. So how do you want to implement the stuff needing l...
- Fri Nov 25, 2016 10:06 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999710
Re: Factorio Roadmap for 0.15 + 0.16
With the personal roboport, turret creeping becomes very relaxed. Just make a blueprint for laser turrets and big poles and let the bots build it closer and closer to the base. After the base is done, you take the deconstructor to collect both alien artifacts and your turrets. The bots even repair y...
- Fri Nov 25, 2016 9:04 am
- Forum: General discussion
- Topic: How the hell? - TECHNICAL
- Replies: 8
- Views: 4770
Re: How the hell? - TECHNICAL
The problem with positions in all this is every time you want it to move you have to update 8000 positions at once many many times a second. Do not underestimate the power of your CPU. As you can read in the posted links (Thanks btw :D) they use a rail system. Half a year ago I experimented with so...
- Thu Nov 24, 2016 7:29 pm
- Forum: General discussion
- Topic: How the hell? - TECHNICAL
- Replies: 8
- Views: 4770
Re: How the hell? - TECHNICAL
I am just a normal person, but I have an idea how that thing with the items on a belt could work. The logic behind that could be some sort of grid just like a dynamic list/array. And the only information that will be remembered there would be an item ID. The program checks the position of a grid and...