Search found 124 matches
- Fri May 06, 2016 9:13 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71538
Re: Friday Facts #137 - The release scarecrow
I agree with others -- the name should definitely be changed. "Rapid" is too close to "fast", especially for new players, and general communication slip ups. I too like the idea of having separate tech trees. Losing the stack bonus on the standard inserters is a massive change......
- Fri May 06, 2016 3:52 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71538
Re: Friday Facts #137 - The release scarecrow
Legitimate according to who ? Legitimate because of what ? I agree that the rapid inserter will create new creative opportunities, that is not in question. When I said "legitimate" it was in reference to Zeblote's post: I wanted to point out that not only silly contraptions would be affec...
- Fri May 06, 2016 3:18 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71538
Re: Friday Facts #137 - The release scarecrow
Why is a stack bonus *needed* so you can make a contraption that was never intended? I think you missed the first two sentences of my post: For me, it's not about need -- it's about creativity, and having the options to design a factory using innovative and interesting ways of transporting A to B. ...
- Fri May 06, 2016 2:10 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71538
Re: Friday Facts #137 - The release scarecrow
You know, where actually do you need the stack bonus anyway? For me, it's not about need -- it's about creativity, and having the options to design a factory using innovative and interesting ways of transporting A to B. Having seen several people play on Youtube, as well as experimenting on my own,...
- Fri May 06, 2016 2:02 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71538
Re: Friday Facts #137 - The release scarecrow
The new rapid inserter mechanics certainly look interesting, and will be an adventure to play with! I am, however, concerned especially for long-handed inserters. Would it be possible, (please!), to have a Long-Handed Fast Inserter to make up for their stack size nerf? I'm excited about the train st...
- Wed Apr 27, 2016 10:07 pm
- Forum: General discussion
- Topic: Hello!
- Replies: 5
- Views: 2111
Re: Hello!
Welcome to your latest obsession!
- Wed Apr 27, 2016 10:04 pm
- Forum: General discussion
- Topic: Trainnetwork; Left Handed Driving Or Right Handed Driving.
- Replies: 24
- Views: 28030
Re: Trainnetwork; Left Handed Driving Or Right Handed Driving.
My trains drive on the right... though I kinda wish I could place the signals inside the tracks since it would eliminate so much up/down movement of my character when placing the outside ones. Of course, when personal roboports are researched, I just plonk down a blueprint with tracks, power poles, ...
- Wed Apr 27, 2016 9:58 pm
- Forum: General discussion
- Topic: End game/Fog of War
- Replies: 4
- Views: 1860
Re: End game/Fog of War
The devs are still working on the endgame. Quite a number of people optimize their designs, and also have their own goals -- launch a rocket every 30 seconds, etc. ... or put speed modules into every machine and see if the ore trains can keep up. Personally, when I get to a point where I am "fi...
- Wed Apr 27, 2016 9:55 pm
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 20207
Re: Productivity modules: where do you draw the line?
I tend to only use them in end-game products, like blue chips (Processing units), Rocket control units, etc. They use up so much power & speed, that I often balance them with either a speed module or efficiency module. I do, however, use them in Labs and purple science production with a beacon a...
- Wed Apr 27, 2016 9:52 pm
- Forum: General discussion
- Topic: can combinator simplify the refinery control?
- Replies: 4
- Views: 1861
Re: can combinator simplify the refinery control?
Good vid showing the combinator, but he does exactly the same setting that could be done right in the pump itself! I'm guessing for more than one condition you can use those numbered signals to go from the output of one to the input of another.. I'll have to try it out. Thanks. :) Indeed! I've crea...
- Mon Apr 18, 2016 1:56 am
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 36923
Re: Friday Facts #134 - Signal placement indicator
I really like the new signal placement helper. (And I had no idea that signals in the midst of out-curves break blocks! No wonder I was getting those flashing lights.)
Really looking forward to this in-game. Woot!
Really looking forward to this in-game. Woot!
- Mon Apr 18, 2016 1:05 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73739
Re: Friday Facts #133 - The train struggle
I strongly feel this is a huge waste of time. 1. Trains are a "nice to have". Constructing the railways is tedious, setting up the automation is a headache. The user experience issues (which will be fixed) aside, You can easily win without even going through the extra trouble of building ...
- Tue Apr 12, 2016 7:27 pm
- Forum: General discussion
- Topic: More official campaign?
- Replies: 3
- Views: 1651
Re: More official campaign?
I found the Campaign to be pretty much a tutorial, nothing more.
You can set any conditions you want with the Map Generator -- make long thin strips of land with biters everywhere.... or huge tracts with very low resources and peaceful aliens. Pretty much endless possibility.
You can set any conditions you want with the Map Generator -- make long thin strips of land with biters everywhere.... or huge tracts with very low resources and peaceful aliens. Pretty much endless possibility.
- Sun Apr 10, 2016 2:49 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73739
Re: Friday Facts #133 - The train struggle
The Heavy Inserter looks very interesting. I'll be anxious to see how it stacks up against the Fast Inserter in actual game play. Glad to see that work is being done on the train system -- while the current situation is not bothersome to me, it will be a good quality-of-life improvement, especially ...
- Mon Apr 04, 2016 4:32 pm
- Forum: General discussion
- Topic: Military suggestion
- Replies: 13
- Views: 5698
Re: Military suggestion
I am not contradicting myself. In fact, you've proved my point -- using automated defenses is end-game. huh? your previous comment has no point, I don't understand what your trying to convey here, there is no way currently to clear a path to iron or copper from the biters, without using your person...
- Sun Apr 03, 2016 10:13 am
- Forum: General discussion
- Topic: Military suggestion
- Replies: 13
- Views: 5698
Re: Military suggestion
It's more a game about building a supremely automated production facility. way to contradict yourself, why attack biters manually when you have the technology to do it automated ? then same with setting up new copper/iron mines, its gets tedious and repetitive. I am not contradicting myself. In fac...
- Sat Apr 02, 2016 3:36 pm
- Forum: General discussion
- Topic: Military suggestion
- Replies: 13
- Views: 5698
Re: Military suggestion
The game really isn't about military conquest -- there is nothing to be gained from the biters except Artifacts and Territory. Once most people have set out a large territory for their base, they simply defend their perimeter. It's more a game about building a supremely automated production facility...
- Sat Apr 02, 2016 3:26 pm
- Forum: General discussion
- Topic: Inserters and 90°
- Replies: 7
- Views: 4085
Re: Inserters and 90°
As Koub said, there really isn't much that can't be done with 180' inserters. All you need is to leave plenty of space around assembly units. Don't crowd things. There's also a visual recognition that comes from having inserters all the same configuration -- in HUGE factories, you can tell at a glan...
- Sat Apr 02, 2016 3:22 pm
- Forum: General discussion
- Topic: Who is the player, REALLY?
- Replies: 1
- Views: 1600
Re: Who is the player, REALLY?
OMG.... you're right!
Maybe we could assimilate the biggest of the biters and have them transport stuff from various parts of our bases... who needs logistic drones? Same for replacing turrets with worms.... oh the possibilities.
Research Nano-probe technology!
Maybe we could assimilate the biggest of the biters and have them transport stuff from various parts of our bases... who needs logistic drones? Same for replacing turrets with worms.... oh the possibilities.
Research Nano-probe technology!
- Sat Apr 02, 2016 3:20 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 65521
Re: Friday Facts #132 - Side Project
Whislt I use an iPhone, and look forward to the day I can factorio on the phone, I personally disagree with running factorio in the background. Why? Battery life. I have my phone already optimised to the max to extend battery life and I have absolutely no interest in a power sucking app killing my ...