Search found 2124 matches
- Fri Oct 11, 2019 11:26 pm
- Forum: Balancing
- Topic: Belt speeds
- Replies: 24
- Views: 8709
Re: Belt speeds
Considering the wide range of item crafting times and the multipliers on crafting speed in the machines, I'm not sure the factorisation of the belt speed in items/s matters much. Slowing down yellow and red in order to make 1 blue = 2 red without problems with high-speed belts might be an idea thou...
- Thu Oct 10, 2019 4:34 am
- Forum: Balancing
- Topic: Tiered difficulty for nests
- Replies: 21
- Views: 7702
Re: Tiered difficulty for nests
Grenade damage is almost irrelevant to their usefulness. Sure, its 35 base damage, but there are two factors. Splash, meaning it doesn't just hit that one big biter in 6 seconds, but rather all 10 of them, plus all the non big-biters. Sure, you have to throw a bunch, but you can throw around 2/secon...
- Tue Oct 08, 2019 5:22 pm
- Forum: Balancing
- Topic: Tiered difficulty for nests
- Replies: 21
- Views: 7702
Re: Tiered difficulty for nests
Yes, but there is no distribution change. The super spawners are distributed the same (Or so it seemed) as normal spawners.BlueTemplar wrote: ↑Mon Oct 07, 2019 11:25 pmIIRC Bob's Enemies now has some spawners tiered that way ?
- Mon Oct 07, 2019 7:06 pm
- Forum: Balancing
- Topic: Tiered difficulty for nests
- Replies: 21
- Views: 7702
Re: Tiered difficulty for nests
Since you can set what a specific nest type spawns (biter/spitter) if you override how new nests are created you can probably tier it that way. But I don't really have an approach on how to adjust it as of yet. Not sure if pollution per biter spawn is on the biter or the spawner, but if the spawner,...
- Mon Sep 30, 2019 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Trash \ Water Pollution New Challanges
- Replies: 5
- Views: 1833
Re: Trash \ Water Pollution New Challanges
Reminds me of Super Energy Apocalypse Recycled.
And as long as you can't just put it in chests then shoot the chests, this seems like it could be interesting.
And as long as you can't just put it in chests then shoot the chests, this seems like it could be interesting.
- Wed Sep 25, 2019 2:01 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141189
Re: [MOD 0.17.x] Modular Armor Revamp
Huh. Graphics is the last think I was thinking about. Mainly it was just that if everything is 2x2, and the grid is a multiple of 2x2, cutting both to multiples of 1x1 would have no effect, except that you could no longer place stuff in odd positions, wasting time fixing it. But yea, I'll drop that....
- Tue Sep 24, 2019 7:49 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141189
Re: [MOD 0.17.x] Modular Armor Revamp
Alright. I made a standalone armor size revamp mod, and am considered how much of this mod I am just going to throw out in general. https://mods.factorio.com/mod/modular-armor-resize The whole thing is just overly complicated, and most of the stuff it was intended to resolve is now either vanilla, o...
- Wed Sep 18, 2019 9:07 pm
- Forum: General discussion
- Topic: Worth it or not?
- Replies: 13
- Views: 6614
Re: Worth it or not?
The game is very freeform, so if you want structure, concrete goals to work towards, you have to provide them yourself. Generally you have a few innate ones, but the sheer amount of options, and lack of direction can be problematic. In other words, the demo/tutorial, old and new, neither are really ...
- Fri Sep 13, 2019 6:37 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 64350
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Why are you trying to idiotproof Factorio? The game itself needs a certain level of mental dexterity, I do not think you need to go to such extreme level to prevent mixups. Because unlike most other systems, belts or so on, it is almost trivial to accidently contaminate your entire pipe system and ...
- Mon Sep 09, 2019 2:59 am
- Forum: Technical Help
- Topic: Lost mods!!
- Replies: 2
- Views: 1125
Re: Lost mods!!
If you have the save game, you should be able to, in game, sync mods with save. If that doesn't work, I can't really say anything aside from, load all the mods you think you had, load the game (backup save first, naturally) and see if anything breaks. If it does, try to figure out what might have be...
- Sat Sep 07, 2019 2:13 am
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27307
Re: Friday Facts #311 - New remnants 3
You know what really bugs me about those remains? The car. It rotated like 30 degrees, and somehow that is just so wrong. I don't know why it bothers me so much.
- Fri Sep 06, 2019 7:00 pm
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 418488
Re: Factory Coin Mining plagiarism?
It is clearly inspired by Factorio, but just from seeing the list of basic resources, it's just a clone. That said, given there are already games with similar mechanics, such as "FortressCraft Evolved", "Factory Idle", "Mindustry", and the devs explicitly approved of &q...
- Fri Sep 06, 2019 2:28 pm
- Forum: Not a bug
- Topic: [0.17.2] Wall texture doesn't update when cliff gets destroyed
- Replies: 4
- Views: 1690
- Fri Sep 06, 2019 12:34 am
- Forum: Not a bug
- Topic: [0.17.2] Wall texture doesn't update when cliff gets destroyed
- Replies: 4
- Views: 1690
Re: [0.17.2] Wall texture doesn't update when cliff gets destroyed
I just have to wonder, how computationally expensive is it to make cliff explosions force redrawing in a small area around them? Its not like they happen constantly.
- Sat Aug 31, 2019 10:18 pm
- Forum: Modding help
- Topic: Poles with limited power distribution
- Replies: 7
- Views: 1536
Re: Poles with limited power distribution
I had seen it, or something like it before. And I went and searched for "Factotio Power Network Mod" and a bunch of synonyms til I found it. There might be another, but I couldn't find one.
- Sat Aug 31, 2019 7:45 pm
- Forum: Modding help
- Topic: Poles with limited power distribution
- Replies: 7
- Views: 1536
Re: Poles with limited power distribution
https://mods.factorio.com/mod/flownetwork
This mod apperently does it somehow. No clue beyond that. It probably uses power interfaces and excessive scripting.
This mod apperently does it somehow. No clue beyond that. It probably uses power interfaces and excessive scripting.
- Sat Aug 31, 2019 7:08 pm
- Forum: Balancing
- Topic: Belt speeds
- Replies: 24
- Views: 8709
Re: Belt speeds
I would point out that 13.33 doesn't subdivide evenly either.
But yes, I could get behind those changes, if only because doubling speed per tier feels better. I use calculators for everything anyway after all.
But yes, I could get behind those changes, if only because doubling speed per tier feels better. I use calculators for everything anyway after all.
- Sat Aug 31, 2019 1:02 pm
- Forum: Ideas and Suggestions
- Topic: Insert modules one at a time
- Replies: 5
- Views: 1222
- Fri Aug 30, 2019 8:56 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141189
Re: [MOD 0.17.x] Modular Armor Revamp
I see. That much is understandable. I would point out that I haven't touched the balance here for a long time, and the game has changed, so I have no idea if it still is balanced. But yea, I understand. ---- After playing PVP Rebalance , (Which incidentally the developer just transferred control of ...
- Wed Aug 28, 2019 7:46 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141189
Re: [MOD 0.17.x] Modular Armor Revamp
V17 Disabled conduits again. I doubt I will ever re-enable them, because I honestly have no idea what is going on, and I would really need to rewrite the whole thing and/or copy someone else's implemenation. Mostly just had to rename things, but the Laser Turret dummy (which probably ought to be rep...