Search found 135 matches
- Sat Jan 06, 2018 6:07 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 101390
Re: Feedback
Second: raw speed modules/MK3 Beacons, i like them a lot, but OP module combined with OP Beacon... OP^2, kind of madness. Greater reach + more distribution efficiency + more slots = too much. Now it's too easy to obtain, for example- 400 prod. speed furnace in reasonable build. [Possible solution]:...
- Sat Jan 06, 2018 5:15 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288008
Re: Friday Facts #224 - Bots versus belts
This FFF had me shaking my head and definitely increasing my blood pressure. :x The logic here seems so flawed I don't even know where to begin. I guess to give more constructive criticism rather than rant I'll say this. If you think belts aren't good enough compared to bots, then buff the belts (m...
- Fri Dec 01, 2017 6:56 pm
- Forum: General discussion
- Topic: Why defending is a dilemma and enemies need polish
- Replies: 28
- Views: 9432
Re: Why defending is a dilemma and enemies need polish
A way to fix this is some way to predict or affect the aliens' path ai. My suggestion is a structure or tower that attracts all aliens in a wide area and forces them to destroy that structure before any other that isn't attacking. To balance this, the tower would also cause affected aliens to becom...
- Tue Nov 21, 2017 8:56 pm
- Forum: General discussion
- Topic: Small annoying things in Factorio
- Replies: 33
- Views: 9311
Re: Small annoying things in Factorio
I'd say most was already answered, but tress in the ore fields? That's what grenades are for. You only need to level them up like once and you can 1 shot the trees.
- Tue Nov 21, 2017 6:28 pm
- Forum: General discussion
- Topic: Multiplayer server strategy for keeping everyone busy
- Replies: 5
- Views: 1920
Re: Multiplayer server strategy for keeping everyone busy
Thanks for the replies so far guys! Sounds like anyone who's played with several people so far just kind of do their thing and hope the others follow suit. We're planning on doing a lan party with 10 or so players all at the same location, so thankfully I don't have to worry about random griefers. I...
- Tue Nov 21, 2017 4:55 am
- Forum: General discussion
- Topic: Multiplayer server strategy for keeping everyone busy
- Replies: 5
- Views: 1920
Multiplayer server strategy for keeping everyone busy
Hi everyone, I'm cruising through some of the threads and documentation for Factorio, but I'm not seeing strategies for multiple players. I'm curious if anyone has done a write up or possibly has ideas or insight into how they handle it. What I'm looking for specifically is how do servers that have ...
- Sat Nov 18, 2017 7:25 pm
- Forum: Pending
- Topic: [15.37] Desync after loading
- Replies: 1
- Views: 619
[15.37] Desync after loading
Not exactly sure what's going on with this map. We've played on it for a while, then all of the sudden the game starts to desync players. My friend loaded in and as soon as I joined the map, he got desynced out. After he got back in the map ran for about a minute or so then both of us were dropped f...
- Fri Oct 27, 2017 6:06 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 57450
Re: Friday Facts #214 - Concrete rendering
I agree with galibert that one of the useful features of the concrete is making the grid more visible so placement is easier. IMO concrete is not meant to be pretty but utilitarian in nature. It exists to provide a solid foundation to whatever sits on top of it, and is bland and smooth so it is not ...
- Sun Oct 15, 2017 4:49 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 55324
Re: Friday Facts #212 - The GUI update (Part 1)
I definitely like the changes coming to the train network. I'm sure you guys will be able to figure out a way to make it much easier for the end user, so we can build train networks much faster. There were a few comments on how the search function might work for finding stations. Someone suggested o...
- Fri Sep 01, 2017 9:14 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 34676
- Sun Aug 27, 2017 10:01 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 40816
Re: Friday Facts #205 - Teaching the things that everybody knows
I've played over 100 hours and have done 7 runs so far, but I still don't (fully) understand the following: Logistics robots I also never use any logistics robots. I've used them exactly once to try, but they are VERY slow. Simply putting down a belt+inserter is many factors faster. I simply don't ...
- Sun Aug 27, 2017 9:23 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 40816
Re: Friday Facts #205 - Teaching the things that everybody knows
After 350 hours into the game according to steam, I've still never: 1. Used the circuit network. 2. Figured out how fluid works 3. Done any complex train setups that use rail signals. I think the rail signals are probably intuitive enough that if I wanted to set that up, I could probably figure it o...
- Fri May 26, 2017 4:58 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 302963
Re: [0.15.x] Bob's Mods: General Discussion
There is an error in that test. That test was made to find the throughput of the pumps, so what was important was in and out of a pump. You cant use the same test scenario here unless you actually increase the pipe distance for a reasonable amount. As I said on previous posts, if we are talking abo...
- Wed May 10, 2017 1:59 am
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 22162
Re: Logistics net: Less research needed
This change takes away from the game, makes it less enjoyable. Forces a particular play style for longer, rather than giving choice. This is the price you have to pay for having progression in any game, otherwise why have a tech tree at all? If the game does not impose a path of progression then yo...
- Sat May 06, 2017 5:44 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 22162
Re: Logistics net: Less research needed
Yes, the logistics chests that are currently locked off are not that much of a leap in technology from the Passive Provider and Storage Chests we got unlocked with the bots, which makes the current requirements seem very artificial. The Requester and Active Provider Chests are really just taking th...
- Sat May 06, 2017 5:38 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 22162
Re: Logistics net: Less research needed
I'm surprised I don't see more people questioning this one. I posted in the FFF about this but I see it brought up here as well. On my map I researched everything I need to do robotics, and can build every item that I would need. I did all of that with Science pack 1 and Science pack 2. But Just to ...
- Sat May 06, 2017 5:12 pm
- Forum: Balancing
- Topic: The Underground Belt Changes
- Replies: 5
- Views: 2268
Re: The Underground Belt Changes
I will say that if you play with Bob's mods, you'll have already been used to the increase in belt length. You can go even further with the higher belts in his mod, and it's never quite enough. Yes it makes it easier now to skip over 1 item, but what about 2? Or 3? There are many times where it come...
- Sat May 06, 2017 4:31 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 64260
Re: Friday Facts #189 - Specifying the 1.0
I don't know if anyone has asked this yet or not, but I'm having a hard time understanding why the logistics system research requires 5 different types of science packs to unlock it. All of the items required to use it only require the first 2 science packs. It seems a bit overkill to require 3 new ...
- Fri Mar 31, 2017 8:54 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 37767
Re: Friday Facts #184 - Five years of Factorio
Have you guys given any thought about how the autosave works? In later gameplay it can take 15-20 seconds to save and if you autosave like every 2 minutes (since you are hunting biters) it get a little bit tedious. Shouldn't it be possible to just make a copy of the game state and saving that state...
- Fri Mar 10, 2017 11:37 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 33734
Re: Friday Facts #181 - Calm before the storm
I can't see retroactively disabling the keys, because whomever bought the key would be the person hurt by that, not the streamer. That person might still be a loyal customer and thought they were getting a legitimate key because they were getting it from a well recognized source. Stede has the best ...