Search found 455 matches
- Fri Jan 13, 2017 3:56 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 79550
Re: Friday Facts #173 - Nuclear stuff is almost done
Well, i really liked the nuclear mechanics described in previous FFF. Now it looks quite simplistic and doesn't sound like that much of a fun. Heat pipes by themselves, without even meltdown or any kind of risk aren't satisfying at all :( Even without those things (which can be added later as menti...
- Fri Jan 13, 2017 2:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] [Linux] Reference level not being copied from temp
- Replies: 4
- Views: 1460
Re: [0.14.21] [Linux] Reference level not being copied from temp
Thanks for filling in the details Rseding; I was broad with the description in order to avoid misremembering details on the spot. My Linux box is out of commission at the moment.
- Fri Jan 13, 2017 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] [Linux] Reference level not being copied from temp
- Replies: 4
- Views: 1460
[0.14.21] [Linux] Reference level not being copied from temp
Desync reports generated on Linux clients are failing to include the reference level from the server, despite downloading and saving to the temp directory.
- Tue Jan 10, 2017 2:51 am
- Forum: Duplicates
- Topic: [0.14.21] Crash on connecting to multiplayer game
- Replies: 2
- Views: 1052
[0.14.21] Crash on connecting to multiplayer game
Log, save, and mods attached.
- Fri Dec 30, 2016 1:43 am
- Forum: 1 / 0 magic
- Topic: [Posila] [0.14.21] Vanilla desync
- Replies: 3
- Views: 1400
Re: [0.14.21] Vanilla desync
This was in the temp folder rather than the report folder for some reason.
- Fri Dec 30, 2016 12:53 am
- Forum: 1 / 0 magic
- Topic: [Posila] [0.14.21] Vanilla desync
- Replies: 3
- Views: 1400
[Posila] [0.14.21] Vanilla desync
Report attached. Might have been placing an inserter at the time.
- Mon Dec 26, 2016 6:53 am
- Forum: Implemented mod requests
- Topic: on[_pre]_entity_settings_pasted : Include player_index field
- Replies: 0
- Views: 810
on[_pre]_entity_settings_pasted : Include player_index field
Mods could use the player/inventory responsible for the pasting to perform additional tasks, with this information.
Like inserting identical module configurations to preexisting assemblers, or the contents of vehicle equipment grids...
Like inserting identical module configurations to preexisting assemblers, or the contents of vehicle equipment grids...
- Wed Dec 21, 2016 8:58 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
I'm rather disappointed that after all this time a game about automation still does not have an automated way to destroy biters. And therein is the core flaw. But back to the Wave Defense scenario. Here's how I see it working best, at least as a starting point: -Put the prefab base/structures in th...
- Sun Dec 18, 2016 12:22 am
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
I see nothing wrong with turret creeping. Taking it out of the game just limits the players, and reduces the various options to choose from to achieve the goal of clearing bases, which I have to point out is a bit of a chore and a tedious thing to do anyway. If that's how I or anyone else chooses t...
- Sat Dec 17, 2016 12:46 am
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
I really like these changes but something that may be getting over looked is a more difficult change for those that enjoy the harder combat. My suggestion here is to modify the startup, so players can "dial in" the difficulty in the biters that they have. The current density setting could...
- Fri Dec 16, 2016 7:55 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
I think that the worms should have something like double-function... for close range attacks they behave like they do now with a fast low damage attack... but they gain an additional long range attack with charging up... then they can throw their "stuff" much, much further and have splash...
- Fri Dec 16, 2016 6:23 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
An idea I saw on reddit would be if turrets don't fire at spawners/bases/buildings. Then you still have to kill the bases yourself even if you creep to protect yourself from the actual enemy units. Some people might not like that, but it would simplify the creation of biter zoo pollution sinks. Doe...
- Fri Dec 16, 2016 4:58 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
I personally enjoy the turret creep strategy, so I don't think taking it out would be good idea. However, I understand that is a bit OP, but I think that is just because there seems to be only one dimension to the combat. Perhaps if you made a new alien type that was slower but had really long rang...
- Fri Dec 16, 2016 4:25 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
Check out the 'after' video: https://www.reddit.com/r/factorio/comme ... on_speeds/malecord wrote:On a side note: what is that yellow patch on bottom-right?
- Fri Dec 16, 2016 4:13 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64086
Re: Friday Facts #169 - Combat revisit 2
In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him? Turret creeping is clunky and will be avoided if there are better solutions. It sounds like things are well on their way to such a situation. :)
- Sat Dec 10, 2016 4:56 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73947
Re: Friday Facts #168 - Nightvision Nightmare
Sorry to say, but this^ is much better than the devs nightvis as shown in the FFF. [That 3rd green picture is imho simply awful and worse than the current ingame one, though the 2nd is tolerable & better than ingame] Really hoping the devs agree and abandon the green tint completely. I would de...
- Fri Dec 09, 2016 11:12 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73947
Re: Friday Facts #168 - Nightvision Nightmare
My suggestion would be to add a hotkey to toggle the night vision, and possibly the flashlight. Definitely not a fan of the 3rd image's green overload; it's like going back in time to before 0.12...which would be fine if there were an upgrade: Another thing to consider if going for upgrades / therma...
- Thu Dec 08, 2016 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Interactive Tutorial and Late-Game RTS-style Synergy
- Replies: 0
- Views: 529
Interactive Tutorial and Late-Game RTS-style Synergy
Much like the current train camera UI, there's a lot of potential to implement a system for remote viewing/interaction with multiple purposes. The interactive tutorials could be implemented as remote sandbox-views of separate surfaces, and the same UI could be used with a blueprint-and-entity-UI-onl...
- Fri Dec 02, 2016 6:23 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57175
Re: Friday Facts #167 - Reactors Operational
As a bonus, this removes the absurdity of converting a 2x2 furnace into a 1x1 boiler structure.
- Fri Dec 02, 2016 9:14 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63687
Re: Friday Facts #166 - Combat Revisit
Why doesn't right-click clear the selected item? I'm vaguely aware of Q doing this but I suspect it's a side effect of switching weapons and not intended functionality. This bears repeating, in light of the subject coming up again: Tab should really be the default hotkey for switching weapons. Q is...