Search found 124 matches

by AcolyteOfRocket
Mon May 15, 2017 8:21 pm
Forum: General discussion
Topic: Fire, Trees, Grenades
Replies: 21
Views: 7403

Re: Fire, Trees, Grenades

Try nukes
by AcolyteOfRocket
Sun May 14, 2017 8:07 pm
Forum: General discussion
Topic: question about 0.15
Replies: 7
Views: 2735

Re: question about 0.15

You should be able to load your existing game into 0.15, beware the science changes (and do a backup first ;-) ) If you don't like what you see, you can reset to 0.14 again and load your backup. Personally I recommend the atom bomb, but the stack of 20 I took out on my last jaunt was too small, next...
by AcolyteOfRocket
Sun May 14, 2017 1:53 pm
Forum: General discussion
Topic: This game could have existed without iron plates
Replies: 16
Views: 6140

Re: This game could have existed without iron plates

You can paint iron to prevent it rusting. In factorio you could achieve this by adding a few petrochemicals to the refinery/oil chain and then using the paint in a recipe for painted iron plate and pipe.
by AcolyteOfRocket
Thu May 11, 2017 1:56 pm
Forum: General discussion
Topic: .15 Expensive Recipe Science costs are inconsistent.
Replies: 12
Views: 4867

Re: .15 Expensive Recipe Science costs are inconsistent.

Blue science is supposed to be a jump, I think it it makes it more fun...
by AcolyteOfRocket
Tue May 09, 2017 7:34 pm
Forum: General discussion
Topic: Uranium deposits
Replies: 17
Views: 6022

Re: Uranium deposits

Sweet heavens, how the heck are you guys getting numbers like this?! On my world, Uranium deposits NEVER reach anything above 45k. That's literally the largest deposit I've ever had. Resources all reduced to lowest frequency (-2), size and richness all upped by +1 to balance out. The 700K was a bit...
by AcolyteOfRocket
Tue May 09, 2017 3:03 pm
Forum: General discussion
Topic: Uranium deposits
Replies: 17
Views: 6022

Re: Uranium deposits

On my map there are Uranium deposits that are much bigger than the ones nearer my base (one is 9M, vs 700K).

Its Iron and Copper that are playing silly :lol:
by AcolyteOfRocket
Tue May 09, 2017 2:58 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15611

Re: 0.15 Oil Rebalancing - Too Far?

I just finished my game, all resources were -2+1+1, recipes expensive x1 and I had very little starting oil. But once I got an outpost onto a moderately sized nearby oil patch it never ran out once I had beaconed it a bit (about 1 beacon per well). I did get more oil later on too. So, yes, oil does ...
by AcolyteOfRocket
Tue May 09, 2017 11:04 am
Forum: Ideas and Suggestions
Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
Replies: 47
Views: 16543

Re: "Kovarex Enrichment" needs a rethink -- catalysts!

I agree with the OP that catalysts would be an interesting addition to the game and make for some more realistic recipes. But the Kovarex process is perfect just as it is as far as I am concerned and I would not want to see it changed. The devs should leave the Kovarex process alone, implement (degr...
by AcolyteOfRocket
Sun May 07, 2017 10:29 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73769

Re: Friday Facts #189 - Specifying the 1.0

It would be great to have a slot in roboports or another chest to be able to just release robots into the wild, and a way to call 1 logistics and 1 construction (or a configurable amount) to always land at a roboport and that these robots would still be counted as being active robots in the network...
by AcolyteOfRocket
Sun May 07, 2017 7:36 am
Forum: General discussion
Topic: 0.15 and Flare Stack Problem
Replies: 35
Views: 12521

Re: 0.15 and Flare Stack Problem

I agree with the OP, the game directs you to convert heavy to light oil, with no reverse gear. The fact that conventionally you might not need a reverse gear misses the point, this is a sandbox game and it is both counterintuitive and unrealistic to not have a way of converting light oil/petroleum i...
by AcolyteOfRocket
Sat May 06, 2017 10:17 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73769

Re: Friday Facts #189 - Specifying the 1.0

Why does not wanting to upgrade belt make it okay to not be able to go underneath 2 bus lanes? As for still being able to pop up after 4 belts, that completely defeats the purpose of having longer lengths. Worse yet now you are even paying more for it than you were before. You seem to be assuming t...
by AcolyteOfRocket
Sat May 06, 2017 9:38 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73769

Re: Friday Facts #189 - Specifying the 1.0

I like added length for underground belts, but I don't like the lengths that have been selected as it doesn't fit well with common uses. Going from 4(yellow) to 8(blue) for example doesn't allow you to go under an extra 4 wide bus lane as they are spaced 2 apart and would thus require a length of 1...
by AcolyteOfRocket
Sat May 06, 2017 6:57 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73769

Re: Friday Facts #189 - Specifying the 1.0

So many good and positive comments! I really miss a "like" button right now :D Yes! Please polish and finish 1.0! It will be hard, because the last 5% are hardest to achieve. Also you will feel that too little is gained by each step as no new funky parts are added. Still, continue on that...
by AcolyteOfRocket
Fri May 05, 2017 8:04 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 73769

Re: Friday Facts #189 - Specifying the 1.0

Boom baby - looking forward to the arty trains :) Didn't like the science pack changes, but ho hum... As for blueprint based play - how about a machine that can activate a blueprint independently of the player, and maybe a photocopier to copy blueprints ? Yeah I know there's a mod, but I would prefe...
by AcolyteOfRocket
Fri May 05, 2017 5:44 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33400

Re: Please make trains able to run over evolved aliens

I do not think that there should be any special fancy stuff here. Just set that all moving train units kill all enemies which hit to them without losing speed. Maybe large and behemoth enemies should produce small and somewhat significant damage, respectively. It would be easy to program and give m...
by AcolyteOfRocket
Fri May 05, 2017 5:16 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 48153

Re: Version 0.15.7

I'm not sure I'm a fan of science pack requirement changes. Could these changes make the game a bit...easy? I agree, I thought the casuals had a separate easy recipe list they could play with, why change this across the whole game ? The Steel requirement was making it difficult, but I was looking f...
by AcolyteOfRocket
Fri May 05, 2017 11:18 am
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33400

Re: Please make trains able to run over evolved aliens

I do not think that there should be any special fancy stuff here. Just set that all moving train units kill all enemies which hit to them without losing speed. Maybe large and behemoth enemies should produce small and somewhat significant damage, respectively. It would be easy to program and give m...
by AcolyteOfRocket
Fri May 05, 2017 9:17 am
Forum: Gameplay Help
Topic: Factorio: a quantitative guide
Replies: 9
Views: 13147

Re: Factorio: a quantitative guide

Very interesting - moar ! ...

.. but I do understand your reasons for delaying until the game settles down a bit :D
by AcolyteOfRocket
Thu May 04, 2017 2:39 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33400

Re: Please make trains able to run over evolved aliens

So how much do biters weigh that they can stop trains and where is all the kinetic energy going? Well Behemoth means big, so it is plausible they could be heavy enough to stop a slow train, and a pack of them could certainly stop one if the train can't fight back. Personally I think guns won't be p...

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