Search found 1498 matches
- Wed Jun 27, 2018 9:00 am
- Forum: Won't implement
- Topic: Range Research
- Replies: 9
- Views: 3151
Re: Range Research
Except for the people who are all for infinite range upgrades. I don't think that's so much the problem as it is for the potential for infinite research... I don't think the system is set up in a way to disallow infinite research for this specifically. Still, is there no way we could have this at l...
- Tue Jun 26, 2018 8:51 am
- Forum: Won't implement
- Topic: Range Research
- Replies: 9
- Views: 3151
Range Research
A little while ago I wrote a small mod to rework much of the combat to be a bit less straightforward, and one of the things I really wanted to do was implement a research to increase the range of the rocket launcher. The problem with damage research is the shells start at say 3 shells to kill a spaw...
- Thu Jun 14, 2018 9:03 am
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 15476
Re: Early game modular armor rebalance
The devs have stated (in private conversation, but fuck it, it's not a secret) that Electric trains that draw power from a grid when the train is on a tile with a grid won't happen because the train would constantly need to check "Am I powered?" every time it moved (which is every tick th...
- Tue Jun 05, 2018 9:06 pm
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 15476
Re: Early game modular armor rebalance
I don't see it as much of a problem. Currently we rush Fusion Reactors, because they're required to get personal robots running with any sort of efficiency, but really they require quite a lot of material. Perhaps allowing a modest draw from power networks would alleviate some of that rush, but it w...
- Thu May 24, 2018 2:11 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59458
Re: Friday Facts #243 - New GUI tileset
The process doesn't have to be automatic, and the only relevant data is the email address which can be edited out yourself. Perhaps Wube have IP address logs somewhere but those can be cleared on demand. If you've put any personal info in posts then you can go back and edit those posts as necessary.
- Mon May 21, 2018 11:44 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59458
Re: Friday Facts #243 - New GUI tileset
Though it doesn't make sense that you use a pickaxe to cut down trees... I wouldn't say your mining axes add a whole lot to your mods Bob. Within a few hours of starting a game the only thing you use it for is cutting down trees and picking up machines, belts, rails etc and the absurd speeds your ax...
- Mon May 21, 2018 10:40 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17431
Re: Iron Chests, An Idea for Conversion and Re-Use
I get the logic behind it but if you have a brown out the next thing you generally do is expand your power supply. Oh, hey, you're already at your power plant, takes 5 seconds to drop a stack of coal across a few Boilers to jump start everything. Burner Inserters are also incapable of keeping up wit...
- Mon May 21, 2018 9:19 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59458
Re: Friday Facts #243 - New GUI tileset
I want to also mention that we are actually taking care of the 8% of the population who has some sort of color vision problems. This subject is still very new for us, but we are without a doubt researching solutions to different conditions. *dances* "Confirm" and "Cancel" are ne...
- Tue May 15, 2018 8:36 am
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 52472
Re: Some items becoming "useless" in lategame & changing recipes
Factorio tries to be more fail safe I.E. when you screw up the base simply doesn't work right. Unless it's the ammo feed for your turrets, or power to your outposts. Then you're screwed =D But I'm not really in favour of a recycler either way, I would just like to see an easier way of deleting item...
- Wed Apr 25, 2018 9:48 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10792
Re: Don't sound the alarm again if the biters are already dead
I think we're looking at it the wrong way. The destruction alert itself isn't really compatible with what's being asked for, and to fix it would be complex and would probably impact performance. Possibly the best solution is to change the style of the alert. The problem currently is that you get an ...
- Mon Apr 23, 2018 9:11 am
- Forum: Ideas and Suggestions
- Topic: Inserters
- Replies: 27
- Views: 6119
Re: Inserters
Loaders are not -available- in vanilla, at least not without console commands.
- Wed Apr 18, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55757
Re: Friday Facts #238 - The GUI update (Part II)
I'm a software engineer myself, and to be honest, I've never put support in my applications for it. I'm sure to give this a good consideration for my next project though. (I guess it's hard to test, unless I can find a few colourblind people). Most software is pretty easy to work around, if you're ...
- Wed Apr 18, 2018 12:23 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55757
Re: Friday Facts #238 - The GUI update (Part II)
That's a pretty good point actually, playing Factorio colourblind is like playing any first-person game deaf. It's not that the game is unplayable, it's that you're missing out on a lot of cues that you take for granted when you have them.
- Wed Apr 18, 2018 8:42 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55757
Re: Friday Facts #238 - The GUI update (Part II)
Seeing all people complaining about Factorio being color blind unfriendly, I wonder what proportion of the existing games does really care of their handicap out there in the world. Not that I don't care, I do sympathize, but I'm just surprised so many people do ask for it, while I've never seen a g...
- Tue Apr 17, 2018 10:36 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55757
Re: Friday Facts #238 - The GUI update (Part II)
I don't really see the blue but green traffic lights appear sort of off-white - I suppose in the absence of red, green + blue = white? When 1/3 (or more) of your colour vision is absent you tend to rely on shades, if you give me a yellow and a dark green then I can tell you which is which, same thin...
- Mon Apr 16, 2018 11:09 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55757
Re: Friday Facts #238 - The GUI update (Part II)
I know I have an obscure type of colour deficiency but it is worth noting that many people have difficulty between green, yellow and orange. fff-258-techtree-02-colourblind.jpg This is the new tech tree run through a GIMP filter I've been fiddling with to simulate my vision - yes it is overwhelmingl...
- Wed Apr 11, 2018 4:44 pm
- Forum: Gameplay Help
- Topic: Disable "beep beep" sound?
- Replies: 6
- Views: 3676
Re: Disable "beep beep" sound?
Use Passive Providers and Buffer chests, make sure your Requester Chests have the "Request from Buffer Chests" option ticked.
- Wed Apr 11, 2018 4:35 pm
- Forum: Gameplay Help
- Topic: Power poles self-destruct on their own in .15?
- Replies: 23
- Views: 6912
Re: Power poles self-destruct on their own in .15?
From the previous page.Deadly-Bagel wrote:Either way, however, this discussion is now irrelevant.
- Tue Apr 10, 2018 8:47 am
- Forum: Gameplay Help
- Topic: Power poles self-destruct on their own in .15?
- Replies: 23
- Views: 6912
Re: Power poles self-destruct on their own in .15?
Again, this discussion is now irrelevant as power poles now shouldn't be destroyed.
- Tue Apr 03, 2018 8:48 am
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 42309
Re: Friday Facts #236 - Building a rollup
I was talking to an old friend over Steam when I got back into Factorio recently and at some point he asked if I could show him this game I was always playing. With a bit of fiddling managed to get Steam's streaming working. Actually I think if anything it turned him off. I was running some testing ...