Search found 300 matches

by Marconos
Fri Mar 11, 2016 5:08 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134524

Re: Friday Facts #129 - The late game

Some great ideas here are my variations on them based on my current megabase (produces 1 rocket / minute) My settings stone default, all others lowest frequency, max size and richness. My current "cleared" map size is about 5k x 5k. Biters set to max for the challenge. The resource patches...
by Marconos
Tue Mar 08, 2016 6:32 pm
Forum: Show your Creations
Topic: Some Endgame (Modded)
Replies: 5
Views: 3534

Re: Some Endgame (Modded)

WOndering why you needs bob's mod for that. I have a 24 bay launcher setup using just vanilla.
by Marconos
Sun Mar 06, 2016 12:46 am
Forum: Ideas and Suggestions
Topic: End-game mech
Replies: 17
Views: 7928

Re: End-game mech

It's kind what power armor is already ... could be a graphics update but the current power armor is already super good in late game.
by Marconos
Fri Mar 04, 2016 5:33 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203670

Re: Friday Facts #128 - Back down to earth

New tech tree model looks pretty good.

I'm really not sure where I come down on the loader / unloader item. Seems really powerful and steps on the inserter / inserter stack size bonus. As long as it doesn't interact with any entity beyond train cars and chests it may have a place.
by Marconos
Mon Feb 29, 2016 7:33 pm
Forum: Balancing
Topic: The obsolete turret problem
Replies: 34
Views: 17555

Re: The obsolete turret problem

The entire premise of the main post is wrong. I only use Gun turrets in my bases and I play on max biter settings. The same number of gun turrets can take out large packs of aliens better than the same number of laser turrets. Guns do require ammo but I find them great at keeping my base clear and I...
by Marconos
Thu Feb 25, 2016 7:51 pm
Forum: Show your Creations
Topic: Show us your factory defenses!
Replies: 11
Views: 7024

Re: Show us your factory defenses!

Pretty simple setup. Single wall backed up by guns that are belt fed and bot repaired. I use this setup on max biter settings and I currently have over 200 hours on the map with constant attacks. This is really all you need to hold up.
Image
by Marconos
Sat Feb 20, 2016 3:17 am
Forum: News
Topic: Friday Facts #126 - Steam Status II and Trains Stuff
Replies: 69
Views: 36926

Re: Friday Facts #126 - Steam Status II and Trains Stuff

Woot, you used a screen shot of my 12 bay train unloading station on steam.

<<dance>>
by Marconos
Fri Feb 12, 2016 9:43 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 88970

Re: Friday Facts #125 - Achievements

The new fire mechanic looks awesome. I like it. My question is: Will nearby buildings catch fire, as well? Will there be a way to stop it spreading (using water in some kind or building a literal firewall)? Every new fff makes the upcoming steam release even more awesome. :D I like this idea ... fl...
by Marconos
Sun Jan 31, 2016 10:12 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74170

Re: Friday Facts #123 - Better circuit network (Part 2)

Hi all, After reading your comments, posts and feedback, both here and on the subreddit, it is clear that not everyone is happy with some of the proposed changes. While some people say "but the game is alpha its going to change", i do somewhat agree with some of the arguments against the ...
by Marconos
Fri Jan 29, 2016 5:41 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74170

Re: Friday Facts #123 - Better circuit network (Part 2)

This change gives some very interesting options. Though I would like the circuit addition to be an addon to an existing object that can be removed so it doesn't change the space requirement.
by Marconos
Sat Jan 23, 2016 2:48 am
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56446

Re: Friday Facts #122 - Better circuit network (Part 1)

Really enjoyed this weeks FF and can't wait for the 0.13 release.

Glad you are changing the splitter mechanics, they have always felt a little off to me.

Keep up the great work.
by Marconos
Sat Jan 16, 2016 4:10 pm
Forum: News
Topic: Friday Facts #121 - Path Finder Optimisation II
Replies: 33
Views: 36695

Re: Friday Facts #121 - Path Finder Optimisation II

I'm really looking forward to this optimization. In my current game (max biter settings) my ups/fps drops to low 20's from upper 40's when I engage most hives. Really curious to see how that can affect this as the game play seems really weird when you have solo motion for all combat.
by Marconos
Mon Jan 11, 2016 6:59 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 115907

Re: Friday Facts #120 - Spidertron

_aD wrote:
themightygugi wrote:Why put effort into building more vehicles when we rarely use the ones that already exist?
I use the car, tank and trains all the time.
So you are the one. :lol:
by Marconos
Fri Jan 01, 2016 4:28 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 38741

Re: Friday Facts #119 - Happy 2016

That build was .... amazing, someone has sooo much time on their hands. That should be linked on the steam page as it is actually a great "things you can do with factorio" type of thing. It will bring in other buyers.
by Marconos
Sun Dec 13, 2015 1:24 am
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 43977

Re: Friday Facts #116 - Strategy Guide

Strategy guide preview looks pretty good Xterminator. Please ignore all the "OMG he's trying to make a living" posts. Being in my mid 40's and understanding how much time and effort it would take to put something like that together, more power to you. Keep up the great work, just keep it u...
by Marconos
Fri Nov 20, 2015 4:21 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 60118

Re: Friday Facts #113 - Better rail building

I'm concerned with not having curved rails that we can build ourselves it will make building tightly compacted depots much more complicated. I love the automation feature, but if I'm right and you are dropping curved rails from being built I'm concerned it will create more issues then it solves. Rea...
by Marconos
Wed Sep 30, 2015 7:19 pm
Forum: Ideas and Suggestions
Topic: Expansion Candidate Radar
Replies: 21
Views: 22186

Re: Expansion Candidate Radar

Easier solution ... fix biters so that they can expand to anywhere that they can get to. Only stay away from active powered equipment. Beyond that they can expand right beside your rail line etc. So every chunk is expansion, no radar needed, just walls :)
by Marconos
Sun Sep 27, 2015 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila] Beacons affect Steel furnace
Replies: 4
Views: 5129

Re: Beacons affect Steel furnace

It's because of the new graphic. The programming logic figures they look so good they should have beacon affect .

On a serious note, great find.
by Marconos
Sat Sep 26, 2015 2:43 am
Forum: News
Topic: Friday Facts #105 - The Grey Zone
Replies: 48
Views: 42388

Re: Friday Facts #105 - The Grey Zone

It all kinda reads like it was written by developers. Get someone in marketing to help you create this stuff. It will make a world of difference. Use the right people with the right strengths. Companies like Blizzard don't have their developers doing their marketing working, they have them writing c...
by Marconos
Wed Sep 23, 2015 12:36 am
Forum: Ideas and Suggestions
Topic: More Useful Robots
Replies: 12
Views: 11443

Re: More Useful Robots

Play on a death world ... 134 robots isn't really all that much. You will still get pushed back frequently. I generally keep the numbers of bots I have capped out. Don't assume because it's easy on your settings that you use it's too much. Shield idea is interesting, not sure I would ever use that. ...

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