Search found 121 matches

by m44v
Fri Feb 01, 2019 8:01 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 43274

Re: Friday Facts #280 - Visual Feedback is the king

Great FF.

I'm going to add my support for a disable logistic request toggle.
by m44v
Sat Jan 26, 2019 7:39 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 36588

Re: Friday Facts #279 - Train GUI & Modern Spitter

my complaint with the train GUI is its a PITA to manage lots of trains with the same schedule, copy&paste every train is a hassle to do.
by m44v
Mon Dec 31, 2018 12:52 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72204

Re: Friday Facts #275 - 0.17 Science changes

Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by...
by m44v
Fri Dec 28, 2018 10:05 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72204

Re: Friday Facts #275 - 0.17 Science changes

Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by ...
by m44v
Sat Oct 27, 2018 1:37 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 105986

Re: Friday Facts #266 - Cleanup of mechanics

I like all the changes, but I'm neutral about the assemblers. Since we're looking at streamlining game mechanics, can we look at the rocket silo? It's full of unexpected behaviours that's not taught anywhere in the game: crafts two recipes at the same time (rocket parts and the rocket itself), if yo...
by m44v
Mon Aug 13, 2018 8:43 pm
Forum: General discussion
Topic: The hardest mode yet
Replies: 9
Views: 2207

Re: The hardest mode yet

Just let us choose in the map preview where to spawn. Changing the spawnpoint during gameplay would be great too.
by m44v
Thu Aug 02, 2018 6:28 am
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 18435

Re: Friday Facts #253 - Fans & Fun

Ever heard of "Advanced settings" or "Death world"? You can scale biters and their difficulty curve however you want all the way to downright no chance. Whoever wants harder and more interesting biters should use mods for that. I saw one, that makes biters use basic tactics like...
by m44v
Sun Jun 24, 2018 5:27 am
Forum: Ideas and Requests For Mods
Topic: [Request] Allow Map View Manipulation of Constant Combiator
Replies: 7
Views: 1287

Re: [Request] Allow Map View Manipulation of Constant Combiator

You already can manipulate any combinator via map view. You just need to blueprint the combinator with the setting you want, and shift (control?) click the blueprint down over the one you want to change. Though it won't change the wires. Your inputs & outputs need to already be wired (or in a b...
by m44v
Sun Jun 24, 2018 1:17 am
Forum: Ideas and Requests For Mods
Topic: [Request] Allow Map View Manipulation of Constant Combiator
Replies: 7
Views: 1287

Re: [Request] Allow Map View Manipulation of Constant Combiator

I have been looking for a mod like this, since it doesn't seem possible currently, can somebody make an interface request? (I wouldn't know what to request specifically)
by m44v
Fri Jun 22, 2018 5:28 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 4152

Re: Mining Hardness/Power

From the perspective of the player, the game shows me hardness, time to mine, mining power, mining speed, etc and is utter useless information without the formula that you can only find in the wiki, so is just clutter in the UI. But instead of simplifying it I would just ask for Factorio to have an ...
by m44v
Wed Jun 20, 2018 4:12 pm
Forum: Ideas and Suggestions
Topic: Traveling by train shouldn't aggro biters
Replies: 9
Views: 1098

Re: Traveling by train shouldn't aggro biters

I would go the other way and say aliens should be aggravated by trains. Why? Trains burn fuel and that should produce pollution. So as they drive along a track they should spread pollution. When the pollution hits any aliens they should follow the stink and wander along (and across) the train track...
by m44v
Tue Jun 19, 2018 8:53 am
Forum: Ideas and Suggestions
Topic: Traveling by train shouldn't aggro biters
Replies: 9
Views: 1098

Traveling by train shouldn't aggro biters

I have some issues with how biters behave in the game, by far the most annoying one is biters trying to attack the player while he's moving by train. You can leave kilometers of undefended railway for hours and biters will never go after the passing trains, but should the player travel there then is...
by m44v
Mon Jun 11, 2018 11:46 pm
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 69
Views: 46995

Re: Satisfactory - 3D Factorio?

no linux support, pass.
by m44v
Tue Jun 05, 2018 8:45 pm
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 9442

Re: efficiency of dragon's teeth on biters

I'm not against any improvements to pathfinding, but do you have any examples of where pathfinding is an issue that doesn't involve cheesy dragon's teeth? well, trees. It upsets me that bitters are so clumsy in navigating the forests of their native planet. Though you could solve that without resor...
by m44v
Sun Jun 03, 2018 11:27 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 4210

Re: Mining Uranium Should be Required

Change the portable fusion reactor into a portable fission reactor, uses fuel cells for produce energy. Still not a big uranium sink (a single cell would last ~3 hours) but it would be a compelling reason for setup a centrifuge running.
by m44v
Sat Jun 02, 2018 6:55 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 33510

Re: Friday Facts #245 - Campaign concept

Going by Steam achievement numbers is pretty unreliable anyways. It's not uncommon for popular games to have an unavoidable achievement at the beginning of the game yet it has a 60-70% rate of game owners having gotten it. For example: Image This means that more than 3/10 owners of Portal 2 haven't...
by m44v
Tue May 01, 2018 10:43 pm
Forum: General discussion
Topic: Why use Beacons?
Replies: 17
Views: 24517

Re: Why use Beacons?

The way eff modules work with beacons, a 2xeff3 beacon needs to touch 5 assemblers or 6 furnaces to break even, which is hard to do except in the most dense layouts. And that's for break even, so the energy savings are actually very small in comparison with the cost of the modules. So if you're goin...
by m44v
Sun Apr 15, 2018 9:34 pm
Forum: Ideas and Suggestions
Topic: Ability to move combinator with wires still attached
Replies: 7
Views: 1183

Re: Ability to move combinator with wires still attached

dood wrote:Just blueprint copypaste it someplace else, it'll include the wires. Bots attach them for free.
how would that help if you want to move just one combinator?
by m44v
Sun Apr 15, 2018 1:09 am
Forum: Ideas and Suggestions
Topic: Show a Nest's aggro range/territory
Replies: 10
Views: 1596

Re: Show a Nest's aggro range/territory

The aggroing of bitters is really something that annoys me to no end in this game. There's absolutely no feedback about it, and it makes no sense that the bitters are so obsessed in hunting a mutant monkey they have never seen before, specially in the early stages of the game. From their perspective...
by m44v
Sun Apr 08, 2018 9:57 pm
Forum: Ideas and Suggestions
Topic: ingame calculator
Replies: 12
Views: 2620

Re: ingame calculator

I use a pocket calculator, paper and pen.

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