Search found 231 matches

by MrGrim
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...
by MrGrim
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...
by MrGrim
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 ...
by MrGrim
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? :D Thanks for your continued hard work!
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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 ...
by MrGrim
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

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!
No worries! Thank you!
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
Tue Sep 20, 2016 11:04 pm
Forum: Releases
Topic: Version 0.14.8
Replies: 23
Views: 22654

Re: Version 0.14.8

FactorioBot wrote:Technology progress is preverved [sic] when the research is changed before it is completed.
Nice! That's always irked me a little bit. :D
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...
by MrGrim
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...

Go to advanced search