Search found 455 matches

by IronCartographer
Wed Nov 30, 2016 8:33 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

If you don't, you have to put a single roboport there and a crate with supplies. And then have to check on it occasionally or massively oversupply. This is kinda unfun and really not in the spirit of the game regarding automation. There are solutions to problems like these if you look deeper: https...
by IronCartographer
Mon Nov 28, 2016 4:18 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

Combat at one points needs to be significantly harder. Seriously. No. This game isn't CoD, we're not fighting generic baddies for the challenge, we're doing it out of necessity as a SMALL part of a greater game. Mods exist for this reason, if you want harder combat you can have it without messing u...
by IronCartographer
Sun Nov 27, 2016 3:10 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

I have spent a lot of time playing Factorio but also some RTS games. In all the games I have played, nerfing something has almost never been as good a solution as buffing something else instead. And what I would like to tell you is you do not need to nerf turret creeping at all. You should instead ...
by IronCartographer
Sat Nov 26, 2016 5:43 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

The double function of the Q key is very annoying Rebind switch weapons to Tab. It really should be the default. The spirit of Factorio suggests that combat should begin as a manual process and become more automated as the game progresses. Couldn't agree more. Even if 0.15's release were delayed by...
by IronCartographer
Fri Nov 25, 2016 10:10 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

Bases much more sparse, but tougher. Big waves very infrequent but stronger Large attack waves are already limited by pathing system update time caps. You can see on a heavily polluted map when a large group will approach, then filter in gradually while the rest linger outside turret range. This ma...
by IronCartographer
Fri Nov 25, 2016 9:17 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

No late game vehicular combat option Exploration is penalized by lack of reward plus extreme enemy density. Vehicle equipment grid support has been added and will no doubt be used in the base game. Exploration *is* rewarded if you establish distant, long-lasting (rich) resource outposts. Nix combat...
by IronCartographer
Fri Nov 25, 2016 8:21 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63792

Re: Friday Facts #166 - Combat Revisit

One suggestion for combat tech balancing- Flamethrower damage could be renamed as a "Chemical Weapons" damage upgrade, and apply to poison capsules as well.
by IronCartographer
Thu Oct 27, 2016 7:42 am
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50309

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

How do you plan to do infinite research for normal/stack inserter bonus? This one is slightly different because every level of tech isn't the same. Bump. I'm still curious about the answer. Starting from current stack inserter bonus, one could do for infinite stack inserter research level x : - if ...
by IronCartographer
Thu Oct 27, 2016 5:52 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.16] Corrupted save causes crash instead of error
Replies: 3
Views: 1558

Re: [0.14.16] Corrupted save causes crash instead of error

Shoot. Wrong mods--it was the wireless charging modded rail, not the electric vehicles mod. Attached along with a valid+invalid saves. Just shoot every segment under the train before re-saving. Edit: it appears to signifcantly depend on which rails are destroyed. Some variants are properly detected,...
by IronCartographer
Thu Oct 27, 2016 3:30 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.16] Corrupted save causes crash instead of error
Replies: 3
Views: 1558

[Rseding91] [0.14.16] Corrupted save causes crash instead of error

Destroyed some Electric Vehicles Wireless Charging electric rail while a train was sitting on it and received a crash rather than an error message upon reloading from save.

Is this a bug at the rail-was-destructible-beneath-train stage, or at the mod-caused-undetected-corruption->crash stage?
by IronCartographer
Fri Oct 21, 2016 4:05 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50309

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

HammerPiano wrote:Awesome as usual!
When is 0.15 scheduled to be released?
They're still looking to hire more help for development (UI design). A release date is not really something to expect at this point.
by IronCartographer
Sat Oct 08, 2016 1:43 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104774

Re: Friday Facts #159 - Research revolution

Hey, I'm new here (Already 117h in few weeks) , first off, thanks for this amazing game ! As a new player I see a feature that could be nice for the science tree : I was conducting some sandbox test to check/learn some behaviour of inserter and their stack upgrade... But then, I spend more time loo...
by IronCartographer
Tue Oct 04, 2016 5:08 am
Forum: Ideas and Suggestions
Topic: Steam Engine Graph Clarity
Replies: 2
Views: 1647

Steam Engine Graph Clarity

We've been getting a number of posts like this on the subreddit lately: https://www.reddit.com/r/factorio/comme ... am_engine/

Changing Performance to Utilization (leaving Available Performance as-is) should help clear things up for new players.
by IronCartographer
Mon Oct 03, 2016 7:50 am
Forum: Ideas and Suggestions
Topic: [0.14] [Multiplayer] Autosave Tweaks
Replies: 1
Views: 1203

[0.14] [Multiplayer] Autosave Tweaks

Autosaves would be greatly improved with a few subtle changes: Configurable warning message/icon before an autosave (to help prevent catch-up freeze deaths and general UI interaction pains) Local configuration of # to keep, which overrides the server's setting for clients Local option to disable ent...
by IronCartographer
Fri Sep 30, 2016 4:16 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63156

Re: Friday facts #158 - The end of the 32 bit era

Has anyone mentioned the possibility of integrating signals into the rail using a UI just like how belts are now configurable? It would remove signal entities and allow for some interesting artistic changes.
by IronCartographer
Mon Sep 26, 2016 6:55 am
Forum: Resolved Problems and Bugs
Topic: Enter/Exit Vehicle Hotkey Triggers In Console
Replies: 1
Views: 1811

Enter/Exit Vehicle Hotkey Triggers In Console

Rebinding the vehicle enter/exit hotkey to backslash ('\') (done for safety, back when exiting a train was far more risky) causes it to trigger even when typing on the console. This does not seem to happen with 'Enter' or alphanumeric hotkeys. Interesting. (Running 0.14.9; trivial bug, but in case i...
by IronCartographer
Fri Sep 23, 2016 1:18 am
Forum: Ideas and Suggestions
Topic: Arumba MMO Chain Desync Freezes Solution
Replies: 0
Views: 486

Arumba MMO Chain Desync Freezes Solution

Arumba's modded MMO streams were having long stretches of freezes due to automatic reconnect on desync. He suggested a good idea: A server option to disable auto-reconnect for desyncs.
by IronCartographer
Fri Sep 16, 2016 3:39 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.7] Last_user does not track power pole disconnection
Replies: 1
Views: 551

[Rseding91] [0.14.7] Last_user does not track power pole disconnection

Shift-clicking a power pole is not tracked by last_user.

Technically a feature request, but definitely a bug in spirit.
by IronCartographer
Tue Sep 13, 2016 1:58 pm
Forum: Ideas and Suggestions
Topic: [Train Pathing] Include Ghost Images
Replies: 7
Views: 2585

Re: [Train Pathing] Include Ghost Images

It would be pretty cool if trains could deploy destroyers. :)
by IronCartographer
Tue Sep 13, 2016 2:28 am
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [Twinsen] Cannot type save name after disconnect if chat was open
Replies: 1
Views: 1620

[0.14.x] [Twinsen] Cannot type save name after disconnect if chat was open

0.14.5 Multiplayer

The server connection timed out while I had the console (chat) open and focused. I was unable to select the text box to name the save, after using /shout once and then seeing the server time out.

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