Search found 231 matches
- Fri Oct 21, 2016 6:53 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115317
Re: Friday Facts #160 - Playtesting
I think a cool addition to the game is to be able to place combat robots into either the Roboport or some type of robot defense structure where they will be deployed when an enemy comes into range. It would be very cool to be able to setup patrols or other RTS type stuff with combat robots. Also, I...
- Fri Oct 21, 2016 6:49 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50243
Re: Friday Facts #161 - Infinite Research and Blueprint Library
Infinite research looks great! I tend to leave my science factory operational in case I add a mod or something that needs research, but the ability to keep it busy and for tangible returns would be very welcome. I'm curious, though. Does only the cost increase, or can the associated bonuses also dec...
- Fri Oct 21, 2016 1:56 am
- Forum: General discussion
- Topic: Is RSO still needed?
- Replies: 9
- Views: 6034
Re: Is RSO still needed?
I played a game recently with resources as spread out as it gets and almost everything was within pretty close reach... Was still better to use trains but they didn't have to go far until the first outposts ran out of ore. "Almost" everything Weirdly, the closest oil field spawned pretty ...
- Fri Oct 14, 2016 8:30 pm
- Forum: Releases
- Topic: Version 0.14.14
- Replies: 17
- Views: 22527
Re: Version 0.14.14
A late Friday release, eh? Feeling ballsy today, are we? Thanks for your continued hard work!
- Fri Oct 14, 2016 8:27 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115317
Re: Friday Facts #160 - Playtesting
I'll start with the very beginning. I too made a new playthrough (or continued a previous one anyway)... 1) ...and I'm not really happy with rail planner tool (or current rail creation process). I do appreciate the notion, but still, I'd rather be able to craft and place curved rails myself too, es...
- Fri Oct 14, 2016 7:05 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115317
Re: Friday Facts #160 - Playtesting
This artillery train sounds interesting! I can't wait to hear more! Ground based artillery could be an interesting way to go. Long range bombardment from static artillery, maybe with a range of 5 or so chunks, that takes a decent amount time to reload and fire making it primarily an offensive weapon...
- Fri Oct 14, 2016 5:21 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115317
Re: Friday Facts #160 - Playtesting
One suggestion I might make in regards to content would be some way to automate biter base killing. The mod Robot Army ( https://forums.factorio.com/viewtopic.php?t=23543 ) is a good example but I think the idea would really benefit from an official implementation because of the complexity of thing...
- Tue Oct 11, 2016 3:00 pm
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24276
Re: Permanent Biter Defense
Isnt the best solution to get the aliens not to attack? How about building a wall so far away from your base that pollution has tapered of? The best may vary. If you have really big base, you need tens of square kilometers area and tens of kilometers walls. It take huge amount of time to build such...
- Thu Oct 06, 2016 11:21 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 282447
Re: [MOD 0.14.7] Robot Army. 0.2.3
edit: in fact, from the save-game you sent me, just remove the rally point right next to the player and on old 0.2.3 (stable release) the squads immediately fix themselves. I can't know exactly what combination of data/events caused the squads to become stuck originally but it looks to me like the ...
- Wed Oct 05, 2016 2:56 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 282447
Re: [MOD 0.14.7] Robot Army. 0.2.3
No worries! Thank you!kyranzor wrote:Hey Mr Grim, sorry about the delay, i've been super busy. I'll check out your save game some time in the next few days!
- Sun Oct 02, 2016 10:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 282447
Re: [MOD 0.14.7] Robot Army. 0.2.3
Can you try to observe one of your squads and using the debug overlay with "unit group info" on and pathfinder shown as well, a screenshot of the squad with all of this turned on might help me work out what's going wrong with them. Thanks for choosing Robot Army, I look forward to helping...
- Tue Sep 27, 2016 12:34 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 282447
Re: [MOD 0.14.7] Robot Army. 0.2.3
I'm also having trouble with squads mostly just standing about. I think it's because they might be selecting targets they can't get to. Either they're in a part of the map that's walled off or they're busy in a sort of re-grouping loop. I decided to try for flying units to see if their flying abilit...
- Thu Sep 22, 2016 9:54 pm
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24276
Re: Permanent Biter Defense
Looks like you probably have around 2x as much wall surface area as I do. I also alternate between flame and gun so that probably trades some ammo use for oil instead. Flame turrets are pretty. :D I also just let them encroach and pollute the hell out of them. They get pretty aggressive, but I've ne...
- Thu Sep 22, 2016 2:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.8] Chain Signal Colors Maybe Wrong
- Replies: 1
- Views: 1924
[0.14.8] Chain Signal Colors Maybe Wrong
I noticed while trying to optimize my largest station that chain signals were not changing to the colors I would expect when I placed a regular signal. I'm attaching a screenshot. The new signal is circled in black, and chain signals are circled in the color I would expect them to be. odd-chain-sign...
- Tue Sep 20, 2016 11:04 pm
- Forum: Releases
- Topic: Version 0.14.8
- Replies: 23
- Views: 22654
Re: Version 0.14.8
Nice! That's always irked me a little bit.FactorioBot wrote:Technology progress is preverved [sic] when the research is changed before it is completed.
- Tue Sep 20, 2016 6:26 pm
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24276
Re: Permanent Biter Defense
I have not had any breakthroughs even the line consumed up to 5-7 k bullets per hour. ... I used 16 k bullets per one hour ... By bullets per hour I'm assuming you mean magazines per hour and not actual bullets fired? I just measured my magazine usage last night for the first time after I completed...
- Mon Sep 19, 2016 8:43 pm
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24276
Re: Permanent Biter Defense
Here's clarification as to why I started the topic: I've been playing Factorio since 0.9.8 and really enjoy the game (~600 hours logged) but try to avoid using mods that aren't helper mods. My past games have been 50 to 100 hours long, with a sprawled out solar panel powered base that uses trains f...
- Mon Sep 19, 2016 6:14 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 4877
Re: I made it / few observations
I hope you understand. Kinda.. I think. Thank you for taking the time to help me to! I'm currently well into the obesity stage and feel like I'm just now finally getting started on my current base. :D I have a desire to build a 1 RPM base. The resource demands for such a base are.. staggering. I ju...
- Mon Sep 19, 2016 5:12 pm
- Forum: Gameplay Help
- Topic: Oil Production problem
- Replies: 7
- Views: 4923
Re: Oil Production problem
Yeah Thats what Ive been doing. When I see all tanks full i just make something Even if I dont need it Just to keep the flow moving But it doesnt seem to help for long or not at all or very slow production after that If all of your tanks are full (assuming heavy, light, and gas are all full) then I...
- Mon Sep 19, 2016 5:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 4877
Re: I made it / few observations
I like it. For a single purpose built base it does exactly what it needs to do. I'm curious, though, why you kept playing if you found the game to be "more like a work than a leasure [sic]". That sucks. :( I've noticed after reading these forums for a while that there are two distinct grou...