Search found 216 matches

by MrGrim
Mon Nov 14, 2016 4:24 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 77543

Re: Friday Facts #164 - Nuclear power

For everyone bringing up the impossibility of explosions please see: https://www.scientificamerican.com/article/partial-meltdowns-hydrogen-explosions-at-fukushima-nuclear-power-plant/ Significant destructive consequences for mismanaging power generation would be a welcome addition, imo. If some play...
by MrGrim
Fri Nov 11, 2016 7:11 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 77543

Re: Friday Facts #164 - Nuclear power

As others have already pointed out steam and hydrogen explosions are a hazard of nuclear power plants. I love the idea of that kind of risk. I'm also happy to see that the option for circuit controlled plants is available for advanced builds! :D I think it's hilarious how people keep trying to compa...
by MrGrim
Mon Oct 31, 2016 3:23 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 44599

Re: Friday Facts #162 - Theme Art Again

I'd like to add my voice to the chorus of folks that feel removal of artifacts represents a missed opportunity. I love riding my train back to my base after a long day of biter nest clearing and seeing the stream of purple goo flowing from my character via my logistics bots. :D I was hoping to see t...
by MrGrim
Tue Oct 25, 2016 6:17 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 38009

Re: Friday Facts #161 - Infinite Research and Blueprint Library

When it comes to resource sinks, is the rocket not a large one? I've not yet managed to construct one, so I don't know exactly how demanding it is, or do people just want to give their labs something to do as well? On the topic of potential research, perhaps add a boost to radar range, it would bot...
by MrGrim
Tue Oct 25, 2016 2:50 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 38009

Re: Friday Facts #161 - Infinite Research and Blueprint Library

Well, I guess what I am trying to say is that it has zero appeal to me, because it sounds busy work for the sake of it. Sure, I might often try to do things in an awkward way just to see if I can, but a resource sink of this type doesn't really have an inherent challenge, unless your goal becomes &...
by MrGrim
Fri Oct 21, 2016 6:53 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 83356

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: 38009

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: 4619

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: 20238

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: 83356

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: 83356

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: 83356

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: 19106

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: 201120

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: 201120

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: 201120

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: 201120

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: 19106

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: 1427

[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: 19626

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

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