Search found 207 matches

by The Phoenixian
Tue Jul 05, 2016 6:53 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 835384

Re: Factorio Roadmap for 0.12 + 0.13

FadMad8 wrote:
or Factorio II, who knows.
So now that 0.13 is considered feature complete, when are we getting a roadmap post for Factorio 2?
Given the notes in FFF 145 I'd expect August at the earliest. Likely longer if the discussions take time to fully hash out and set in stone.
by The Phoenixian
Sat Jul 02, 2016 11:55 pm
Forum: Not a bug
Topic: *[13.0] Fish swimming on land after placing landfill
Replies: 5
Views: 1756

Re: *[13.0] Fish swimming on land after placing landfill

Rseding91 wrote:I want to leave it a thing and make them show the name "land-fish" when in land :D
Careful: That road leads to suspicious candygrams.
by The Phoenixian
Thu Jun 16, 2016 2:56 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 95997

Re: Version 0.12.35

Now this one-liner update has the most comments. Fun fact: I went back to verify that and on every single page , I went "Oh look, it's exactly tied with the thread at the top of the page." I realized what was going on on the second page, but it didn't stop it from happening two more times .
by The Phoenixian
Fri Jun 03, 2016 1:54 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 95997

Re: Version 0.12.35

I love the infinite argument of when people are excited for an update of an early access games, it's always the case that people are impatient, they don't have the right to make demands and that they will complain about bugs afterwards. Just because someone is excited doesn't mean that they don't u...
by The Phoenixian
Tue May 31, 2016 9:08 am
Forum: Releases
Topic: Version 0.12.34
Replies: 36
Views: 22701

Re: Version 0.12.34

People are crazy getting hyped over stupid little bug fixes. We need some more content because it just seems your bug fixes are putting more bugs in to fix. Whats up have you ran out of ideas because the modding community beat you to it. Sorry but its getting stupid now If you read last FFF and som...
by The Phoenixian
Sat May 28, 2016 10:51 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 40233

Re: Friday Facts #140 - Soon

It seems that flamethrower is pretentious toy with no practical use in military operations if enemies sensitivity to fire is not increased by an order of magnitude or more. At least in showed video flame thrower has practically no health effect to large biters. They would have killed player after c...
by The Phoenixian
Thu May 12, 2016 12:43 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 134464

Re: Solar panels less of a no-brainer

Edit: I want to reiterate that I like the idea overall. My tone may have been more severe than I intended. I think my complaints are relatively minor or correctable. Don't worry , that came through clear. Besides, I specifically asked for exactly the criticism you gave and you gave it well. It's im...
by The Phoenixian
Sun May 08, 2016 11:03 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 44171

Re: Friday Facts #137 - The release scarecrow

If you want to remove bonus from inserters then add API to bring it back in mods. Everybody happy. I'd very much prefer not to be forced to use mods for what was previously basic functionality. This doesn't mean that functionality can't be removed, but the base game must be able to stand on its own...
by The Phoenixian
Wed May 04, 2016 6:28 am
Forum: Ideas and Suggestions
Topic: Factorio Retail
Replies: 5
Views: 1507

Re: Factorio Retail

Part of me is all for it, while another part is against it. I do understand that having a physical non-downloaded version of a game has a certain appeal. But it also has downsides that a lot of people (sometimes even devs) don't consider before they jump on that wagon. First off is the cost of maki...
by The Phoenixian
Wed May 04, 2016 12:51 am
Forum: Balancing
Topic: Purple science require rare ore
Replies: 19
Views: 3653

Re: Purple science require rare ore

There's not much point in adding a whole extra mining type just to build one single item. Maybe not just to do so, but if the rare ore the product needed was uranium, for example, then it would make sense for it to take a moderate amount of extra work to get to that ore, as it likewise has uses els...
by The Phoenixian
Tue May 03, 2016 11:22 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 134464

Re: Solar panels less of a no-brainer

I think I like this response the best out of all of what I've read. Solar is awesome in it's own right and is a great step after coal and fits well. If we keep that thought, then another way to balance solar is to devalue it by increasing demand beyond it Why does solar need "balancing?" ...
by The Phoenixian
Sun Apr 24, 2016 1:01 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 20656

Re: Friday Facts #135 - Getting Organized

I like where the flamethrower is going. Setting gun turrets as item powered, lasers as electricity powered, landmines as one shot individual structures, and flamethrowers as fluid powered makes a clear logistical distinction between the various weapon types.
by The Phoenixian
Sun Apr 17, 2016 5:54 am
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 24706

Re: Friday Facts #134 - Signal placement indicator

I like the new "hand holding" features for rails even though I've mostly learned to manage already. It is a good thing to make Factorio more approachable, and to do it sooner rather than later. But... Since Factorio is about creative solutions for a lot of players there probably shouldn't...
by The Phoenixian
Sun Apr 10, 2016 9:12 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 432437

Re: Let's see your clever builds

Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters? Looks like throughput issues: Fast inserters may or may not fit there, but the cars are only fed by 4 long inserters anyways, so there's no bonus for using faster ones....
by The Phoenixian
Sun Apr 10, 2016 8:00 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 48153

Re: Friday Facts #133 - The train struggle

Even Factorio itself has run into this with a few aspects of it's development, like multiplayer: The issues with descyning required a huge amount of bug fixing and that ate up massive amounts of dev time. But it did became better, didn't it? :) It depends on whether or not you consider it worth the...
by The Phoenixian
Sun Apr 10, 2016 7:46 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 432437

Re: Let's see your clever builds

CreeperDaReeper wrote:Quick question; why aren't the inserters going from the center wagons to the side wagons fast inserters instead of long inserters?
Looks like throughput issues: Fast inserters may or may not fit there, but the cars are only fed by 4 long inserters anyways, so there's no bonus for using faster ones.
by The Phoenixian
Sat Apr 09, 2016 10:02 pm
Forum: Ideas and Suggestions
Topic: Teleporting (Ringworld-Teleporters)
Replies: 38
Views: 12798

Re: Teleporting (Ringworld-Teleporters)

The main reason for a teleporter is to cut down on player travel times, right? You can do the same thing with a remote control droid: https://forums.factorio.com/viewtopic.php?f=6&t=23273&p=146008 A remote droid allows a lot more pivot points for balance than a teleporter ever could. You kn...
by The Phoenixian
Sat Apr 09, 2016 9:47 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 48153

Re: Friday Facts #133 - The train struggle

No mention of a fix for crashing on autosaving :( Bug fixes are rarely mentioned during the Factorio Friday Facts. The few times they do are usually very weird bugs or discussions that illustrate the process of bugfixing. For what can be done, If you have the spare time and energy needed to give th...
by The Phoenixian
Sat Apr 09, 2016 8:00 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 48153

Re: Friday Facts #133 - The train struggle

Here is a radical idea, if you changed the grid spacing to something a bit wider than high (even if only in a 1.2 ratio)... That would mean redoing most of the factorio graphics, like rails, transport belts, terrain, most of the buildings, pipes etc. But it will be for good. Not to say that now fac...
by The Phoenixian
Sat Apr 09, 2016 6:15 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 48153

Re: Friday Facts #133 - The train struggle

Hmm, it brings me to think why don't normal inserters have this function for stack size bonus. I think it comes down to looks, in large part. Ideally, I'd want to see something like a gantry mounted inserter or bridge crane , as those two items seem like they'd be visually suited to picking up a wh...

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