Search found 455 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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 ...
- 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,...
- 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?
Is this a bug at the rail-was-destructible-beneath-train stage, or at the mod-caused-undetected-corruption->crash stage?
- 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
They're still looking to hire more help for development (UI design). A release date is not really something to expect at this point.HammerPiano wrote:Awesome as usual!
When is 0.15 scheduled to be released?
- 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...
- 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.
Changing Performance to Utilization (leaving Available Performance as-is) should help clear things up for new players.
- 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...
- 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.
- 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...
- 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.
- 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.
Technically a feature request, but definitely a bug in spirit.
- 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.
- 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.
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.