I find this design choice very questionable guys.
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- Thu Sep 01, 2016 9:23 am
- Forum: Releases
- Topic: Version 0.14.2
- Replies: 35
- Views: 36083
Re: Version 0.14.2
So it's true: if you run a multiplayer game with at least one irish player on Factorio 0.14 4 Mac, all the other european players playing on mac pay only 0.005% of the total cost of recipes, fuel and electricity.
I find this design choice very questionable guys.
I find this design choice very questionable guys.
- Sun Aug 28, 2016 10:00 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 69072
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Trainscraft XD
- Fri Aug 26, 2016 8:00 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 69072
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
I was thinking that maybe vehicles should have a mk 2 version to enable modules. After all all this stuff should have at least a Cpu (blue circuit) to coordinate everything.
- Fri Aug 26, 2016 4:49 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 69072
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
You ask ideas for modules? Some random stuff I not so unusually come to wonder
Stealth module
Purpose: exploring far lands without necessarily clear nests
How it works: once activated consumes a lot of energy and stops if shooting or receiving damages. Basically it increases its efficiency with ...
Stealth module
Purpose: exploring far lands without necessarily clear nests
How it works: once activated consumes a lot of energy and stops if shooting or receiving damages. Basically it increases its efficiency with ...
- Thu Aug 25, 2016 10:10 am
- Forum: Mods
- Topic: [MOD 0.12.x]Logistic Turrets
- Replies: 24
- Views: 31880
Re: [MOD 0.12.x]Logistic Turrets
It's a trivial port but whilst the author works on the official version you can use my tweaked version of his mod. Tested in 13.15 multiplayerSemaphor wrote:I'd love to see this mod get ported to 0.13
- Tue Aug 23, 2016 8:36 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 132252
Re: Friday facts #151 - The plans for 0.14
Granades, explosive rockets or tank ramming of course.hitzu wrote: Then how buildings should be demolished?
Actually, that could be a silly mod to make.
- Mon Aug 22, 2016 9:33 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 132252
Re: Friday facts #151 - The plans for 0.14
Nice ideas. But what about a military rework/rebalance before the last release? It would be nice to have more variety in the enemies, their evolution steps and their attack strategies. And also a more neat separation between defensive and aggressive weapons would be nice so that purple science ...
- Wed Aug 10, 2016 10:48 am
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 50425
Re: Friday Facts #150 - New Terrain Experiments
Lastly, please tell your art team to not be afraid to "go alien" with some of the assets. Look at Total Anhilation for some inspiration. It had crystalline world's and acid oceans with gas pods. Grey Goo also has a lot of cool alien biome, flora and fona. We don't need every biome to look like ...
- Sat Aug 06, 2016 12:14 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 50425
Re: Friday Facts #150 - New Terrain Experiments
Cool. Now that you work on biomes maybe you'll start consider adding weather and/or environmental conditions to the game that require the player some building maintenance (and automated maintenance of course) instead of current "build once and forget".
- Wed Jul 20, 2016 9:28 am
- Forum: Ideas and Suggestions
- Topic: Improvment to Roboports Charging
- Replies: 15
- Views: 7523
Re: Inprovment to Roboports Charging
Really? I thought it was "when you're 1 pixel away from destination, turn back and go to charge"Rseding91 wrote: They go off the prototype property that says "when below X percent power, go to charge".
- Tue Jul 12, 2016 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Underground Belt and undergroud-pipes cost by length
- Replies: 11
- Views: 5429
Re: Underground Belt and undergroud-pipes cost by length
It's been a while that I was thinking about a way this could be implemented. Currently the problem is that the cost it fixed since is included in the underground item variant recipe.
Imho the best way would be to have underground belt/pipe item account just for that specific item, without including ...
Imho the best way would be to have underground belt/pipe item account just for that specific item, without including ...
- Wed Jul 06, 2016 12:26 pm
- Forum: Implemented Suggestions
- Topic: Blueprint book
- Replies: 8
- Views: 6929
Re: Blueprint book
How does paper blueprints make sense for robots?
I've always thought of them more like USB drives since they're made from circuits. I figure a drive made from circuit consisting of a chunk of iron and plastic with some copper wiring probably doesn't hold much data so each one can only hold one ...
I've always thought of them more like USB drives since they're made from circuits. I figure a drive made from circuit consisting of a chunk of iron and plastic with some copper wiring probably doesn't hold much data so each one can only hold one ...
- Wed Jul 06, 2016 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Burrowing Biters
- Replies: 1
- Views: 1500
Re: Burrowing Biters
Tiberian Sun style.
I thought about it myself. The only problem here is that to cover your base in concrete is not as easy as it is in C&C. But the idea could be balanced. And, always inspired to C&C, your radar could give you an early warning about what's going to happen.
I thought about it myself. The only problem here is that to cover your base in concrete is not as easy as it is in C&C. But the idea could be balanced. And, always inspired to C&C, your radar could give you an early warning about what's going to happen.
- Tue Jul 05, 2016 12:51 pm
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 13091
Re: [0.13.x] Make Chain Signal connectable to circuit network
It would be nice if the Rail Chain Signal could be connected to the circuit network in the same way as the Rail Signal.
You know, now that Rail signals are connectable to circuit network, in theory we don't need rail chain signal at all. We could just use plain rail signal and implement the lock ...
You know, now that Rail signals are connectable to circuit network, in theory we don't need rail chain signal at all. We could just use plain rail signal and implement the lock ...
- Tue Jul 05, 2016 11:08 am
- Forum: Balancing
- Topic: Purple science require rare ore
- Replies: 19
- Views: 10395
Re: Purple science require rare ore
a rare ore that only spawns far from the starting area.
Imho it's just a redundant requirement. The purpose of alien tech is force you to go outside, far from your base to harvest artifacts. And, by extension, to invest on military. Nests don't die on their own you know. And the don't come on ...
Imho it's just a redundant requirement. The purpose of alien tech is force you to go outside, far from your base to harvest artifacts. And, by extension, to invest on military. Nests don't die on their own you know. And the don't come on ...
- Tue Jul 05, 2016 10:36 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 298607
Re: Solar panels less of a no-brainer
Imho Solar and accus are just incomplete now and by extension broken. Maybe is intentional maybe not. For sure the game as it is right now makes easier to focus on other aspects of the game (trains, weapons, big factories, etc) where user feedback is much more required. If it is intentional I don't ...
- Thu Jun 30, 2016 10:49 am
- Forum: Ideas and Suggestions
- Topic: Radar upgrades
- Replies: 2
- Views: 2822
Re: Radar upgrades
I agree with this one.
Like you I love to play on maps with rare resource patches so I have to plan carefully when, how and where to expand and make real use of the railways system. Problem is you are forced to spend a lot of time killing amounts of nests jsut to pass through territory that you won ...
Like you I love to play on maps with rare resource patches so I have to plan carefully when, how and where to expand and make real use of the railways system. Problem is you are forced to spend a lot of time killing amounts of nests jsut to pass through territory that you won ...
- Sat Jun 25, 2016 4:34 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 72862
Re: Friday Facts #144 - The gfx report
You know what is more awesome than rivers?Maja153 wrote: I really like the idea of rivers
Lava rivers!
- Fri Jun 24, 2016 1:57 pm
- Forum: Balancing
- Topic: Make Spawners scale with Evolution Factor
- Replies: 15
- Views: 23480
Re: Make Spawners scale with Evolution Factor
Dunno. Currently the "weakness" of the spawner is the only thing that keeps tank and relevant in mid game. And in the late the shotgun without destroyers.
When they redo the military stuff I will welcome stronger spawners. Doing it now it would kill the base game and force you to play with mods ...
When they redo the military stuff I will welcome stronger spawners. Doing it now it would kill the base game and force you to play with mods ...
- Fri Jun 24, 2016 1:10 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 72862
Re: Friday Facts #144 - The gfx report
From this statement The Question naturally follows: will we be able to build dicks in Factorio?FlyHigh wrote: Whenever a graphic change comes to a game it always comes to mind the EA's Spore fiasco