Search found 145 matches
- Fri Sep 27, 2013 2:27 pm
- Forum: General discussion
- Topic: Is game dead or not? [Not at all]
- Replies: 45
- Views: 53778
Re: Is game dead or not? [Not at all]
Posts should be to the blog with a link to the forum at the end of each one, eg, "Discuss on the forum". On the forum itself there should be a section that deals with the blogs only and the only new posts are those created by Factorio staff with the post being the same content as the blog post. This ...
- Fri Sep 13, 2013 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.4] Out of phase research tree
- Replies: 5
- Views: 2808
[0.6.4] Out of phase research tree
This is only a minor issue but I'd guess technically a bug. Advanced Material Processing 2 gives output of electrical furnaces, prerequisite of these is advanced electronics. However you can research AMP2 without having researched advanced electronics. Just needs to be tweaked slightly in the ...
- Tue Sep 10, 2013 3:07 pm
- Forum: Ideas and Suggestions
- Topic: User Interaction
- Replies: 11
- Views: 11524
Re: User Interaction
Yes workarounds exist for many problems I agree. However the solutions are all stopgap methods and are ugly at best in my opinion. I would much prefer a practical simple solution such as already suggested.
The suggestion is not mentioned in detail here, so I can only assume you want powerpole ...
The suggestion is not mentioned in detail here, so I can only assume you want powerpole ...
- Tue Sep 10, 2013 2:24 pm
- Forum: Ideas and Suggestions
- Topic: User Interaction
- Replies: 11
- Views: 11524
Re: User Interaction
Yes workarounds exist for many problems I agree. However the solutions are all stopgap methods and are ugly at best in my opinion. I would much prefer a practical simple solution such as already suggested.
- Tue Sep 10, 2013 12:41 pm
- Forum: Ideas and Suggestions
- Topic: User Interaction
- Replies: 11
- Views: 11524
Re: User Interaction
Hijacking the thread a little, my apologies. Levers that could be used to turn on/off large sections of the factory by limiting power flow would be pretty awesome.
- Mon Sep 09, 2013 11:20 am
- Forum: Implemented Suggestions
- Topic: Sorting savegames: by date / world
- Replies: 55
- Views: 30748
Sorting savegames: by date / world
I would like to suggest having the save list sort-able by either most recent or by file name. Additionally when saving a previously loaded game, the file name box should be filled with the game name that was loaded.
- Sat Sep 07, 2013 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Better batteries and solar panels through research?
- Replies: 10
- Views: 14233
Re: Better batteries and solar panels through research?
I believe better solar options in addition to other alternative sources of energy such as oil/gas/wind have been discussed by the developers but are yet to be implemented. I haven't heard that anything has changed in this regard so it should make it in at some point.
- Fri Aug 30, 2013 8:25 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1299984
Re: Factorio Roadmap
Impatience will never be cured. Slightly contained maybe by keeping the roadmap a little more up to date, but never cured. I use a lot of alpha software currently so I'm not bothered by what condition it arrives in while it's still wearing the alpha tags but I'm also into a lot of games and have my ...
- Fri Aug 30, 2013 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 49426
Re: Idea for the goal in the late game - supply ships on orb
I think an artillery turret would cool. Needs special ammo. Loading, aimin and firing takes 30 secs. Targets every building within a radar range and within -hm - 50-100 tiles. In the beginning it has a very bad aiming (20% hits) and it can be researched up to 80%; as the range.
The creepers try to ...
The creepers try to ...
- Sat Aug 17, 2013 11:02 am
- Forum: Implemented Suggestions
- Topic: Decimal stack sizes
- Replies: 13
- Views: 23164
Re: Decimal stack sizes
Surely 96 is a simply way to state it than ^6^5? Or are you trying to convey something else?
- Fri Aug 16, 2013 10:59 am
- Forum: Ideas and Suggestions
- Topic: A reliable and cheap first wall against the creepers
- Replies: 13
- Views: 18197
Re: A reliable and cheap first wall against the creepers
I would prefer it if we could choose the amount to fill to, and not just on turrets but all placements that can hold an inventory.
- Thu Aug 01, 2013 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 49426
Re: Idea for the goal in the late game - supply ships on orb
Hmm, I like the rocket/supply idea, but IMO it is the wrong approach.
Obviously the game needs some stuff to expand the mid/endgame, but adding a storyline into the freeplay means that it is not a "freeplay" anymore.
(Assuming that you HAVE TO supply them)
I would prefer to see these things in ...
Obviously the game needs some stuff to expand the mid/endgame, but adding a storyline into the freeplay means that it is not a "freeplay" anymore.
(Assuming that you HAVE TO supply them)
I would prefer to see these things in ...
- Thu Aug 01, 2013 11:11 am
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 49426
Re: Idea for the goal in the late game - supply ships on orb
ssilk wrote:What I want to say with that is: It's just a game, but ... I would like to decide if I want to fight or having peace, because I would like not to kill. Sometimes.
Agreed. I'd love more than one way to play the game.
- Tue Jul 30, 2013 4:57 pm
- Forum: Releases
- Topic: Update 0.6.1
- Replies: 8
- Views: 20394
Re: Update 0.6.1
Personally I just didn't bother with the electric furnace due to the slower speed. With this change it will at least be on my radar when I'm making decisions about factory layouts.
- Sun Jul 28, 2013 10:30 am
- Forum: General discussion
- Topic: Creeper Attacks
- Replies: 5
- Views: 10210
Re: Creeper Attacks
Maybe have a "pollution" level. Everything that you build adds an amount to this level. Factories and mines constantly produce pollution while they are active. You can then have it so that when you reach certain levels of pollution that bigger waves of attacks are caused.
- Sun Jul 28, 2013 12:23 am
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 16581
Re: Factor 1000 for energy
Yeah I'm not arguing against changing the text, I'm just pointing out that sometimes realism for the sake of realism can hurt a game. In this case it obviously doesn't apply, just always something to consider when making changes.
- Sat Jul 27, 2013 10:20 pm
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 16581
Re: Factor 1000 for energy
I think we need to be careful on the realism. Taking Minecraft as an example. With the power mods set up the majority of people I have played with stop before creating reactors simply due to it being such a pita to manage safely without destroying your world. I'd rather see something unrealistic but ...
- Sat Jul 27, 2013 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Crash - Electric Furnace
- Replies: 2
- Views: 2137
[0.6.0] Crash - Electric Furnace
Inserting a speed module level 1 into an electric furnace is causing a crash.
- Fri Jul 26, 2013 8:03 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 41166
Re: Update 0.6.0
Awesome stuff all. I'm really liking the new map features, brings a huge improvement to the overall gameplay experience. The balance for some things still seems a bit off though such as solar power. That should be split into two sections with the first being lower efficiency but only requiring red ...
- Tue Jul 23, 2013 10:25 am
- Forum: Ideas and Suggestions
- Topic: More Resources
- Replies: 2
- Views: 5288
Re: More Resources
As Ssilk suggested it's probably best to wait until the new map generator comes out (which should be within a week or two I think) and then try again.