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by malecord
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. :lol:
by malecord
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
by malecord
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.
by malecord
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 ...
by malecord
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

Semaphor wrote:I'd love to see this mod get ported to 0.13
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 multiplayer
by malecord
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

hitzu wrote: Then how buildings should be demolished?
Granades, explosive rockets or tank ramming of course. :mrgreen:

Actually, that could be a silly mod to make.
by malecord
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 ...
by malecord
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 ...
by malecord
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".
by malecord
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

Rseding91 wrote: They go off the prototype property that says "when below X percent power, go to charge".
Really? I thought it was "when you're 1 pixel away from destination, turn back and go to charge" :mrgreen:
by malecord
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 ...
by malecord
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 ...
by malecord
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. :)
by malecord
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 ...
by malecord
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 ...
by malecord
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 ...
by malecord
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 ...
by malecord
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

Maja153 wrote: I really like the idea of rivers
You know what is more awesome than rivers?

Lava rivers! 8-)
by malecord
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 ...
by malecord
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

FlyHigh wrote: Whenever a graphic change comes to a game it always comes to mind the EA's Spore fiasco
From this statement The Question naturally follows: will we be able to build dicks in Factorio? :mrgreen:

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