Search found 322 matches

by meganothing
Tue Sep 11, 2018 1:24 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 52186

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm


I suspect player position is not kept sufficiently synchronized to allow for dodging attacks.
As the mod Rampant already implements that, i suspect position synchronization to be sufficient.


No need to guess. FF's 188 and 76 explain how Factory multiplayer and lockstep works. FF 76 still ...
by meganothing
Fri Aug 31, 2018 2:45 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 76078

Re: Friday Facts #258 - New autoplace

This might seem a bit controversial so we can add an option that disables this whole starting area logic, for purists.

Absolutely, yes, thank you. Excited I'm a purist now :D

Obvioulsy being a purist, I don't see the problem with oil. If you fear for your oil, simply increase oil frequency to a ...
by meganothing
Thu Aug 30, 2018 1:00 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 63092

Re: Friday Facts #257 - NPE/Campaign update

It seems that factorio tries to be everything at once but fails on most ends to reach top level in that category. Maybe with one exception: "Teaching automation."

It really is interesting to experiment with all the possibilities it gives you. At least once. And it gives a lot of possibilities ...
by meganothing
Thu Aug 30, 2018 12:28 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 63092

Re: Friday Facts #257 - NPE/Campaign update


Depends on the goal. If you just want to produce something - then yes. If you want to optimize for size, throughput, tileability, rainbowbelt-use, burner-tech-use or whatever else properties you want your factory to exhibit.


Ah yes, don't know how I could forget.


...

It is a great idea. It ...
by meganothing
Wed Aug 29, 2018 2:49 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 63092

Re: Friday Facts #257 - NPE/Campaign update


I don't see shallow water as anything of a benefit for freeplay. It combines the worst parts of both water and land - biters can walk across it like land, but we cannot build on it as with water. This could be a great way to help guide the player toward an objective in a campaign or tutorial, but ...
by meganothing
Fri Aug 17, 2018 11:00 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 60370

Re: Friday Facts #256 - The little things 3

Its time to implement equipment (or skills) switches which would toggle personal modules on/off like

Personal roboport
Personal laser defence
Night vision
Belt immunity
Exoskeletons

All of these you might want to switch off temporarily without removing them from grid. Like I wanna ride the ...
by meganothing
Wed Jul 11, 2018 3:58 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 71330

Re: Friday Facts #250 - Dead end conclusion


Shift+scroll up/down is bad anyways. Lets say i have to scroll through 10 blueprints to select my required blueprint. That means i have to scroll, look at the blueprint, scoll, look at the next blueprint times 10. How long does that take compared to a single look at the tree? Yet, i still use the ...
by meganothing
Sun Jul 08, 2018 2:41 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 71330

Re: Friday Facts #250 - Dead end conclusion


problem is, how the game tells you researched bots already.
yes it's tracked in achievements, but from time to time achievement reset, there is separate achievements for modded and nonmodded game, when you install second copy on new computer, guess what? you have no achievements, and so on.
even ...
by meganothing
Sun Jul 08, 2018 2:28 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 71330

Re: Friday Facts #250 - Dead end conclusion

I don't know what to think about the reassign option because its function isn't described.

This reassing button is just a button where you replace an already existing BP with a new BP you just created. (At least this is the way I understand it). So instead of saving the new BP to some place in ...
by meganothing
Fri Jul 06, 2018 11:48 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 71330

Re: Friday Facts #250 - Dead end conclusion

I like the proposal. It seems miuch clearer insofar as blueprints as items now are stored as items even in the BP library.

Two questions:

Wouldn't it be consistent with user expectation to also have the ctrl-x "cut" ability implemented as an automatic deconstruction planer/move tool?

One of the ...
by meganothing
Mon Jul 02, 2018 6:41 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 91933

Re: Friday Facts #249 - Dead end exploration

Much hinges on the question whether you (i.e. Wube) will implement an direct editing function for blueprints. Obviously that wouldn't be a small feature, it might even make a sort of virtual place necessary where the BP is laid out and you can change everything.

But if you do, then the problems of ...
by meganothing
Mon Jul 02, 2018 3:24 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 107767

Re: Version 0.16.51


Right, as you (Factorio) are not competing in the battery market, or advertising in such way that it might cause confusion with customers, you are not infringing in the Duracell TM. Neither is Factorio using the battery icon or the iconic energizer bunny in any way in advertisement or commercial ...
by meganothing
Fri Jun 29, 2018 3:31 pm
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 16342

Re: Logistic Network Research

Wouldn't a simple answer be to allow robots and logistic chests from the earliest resources... if you already launched a rocket in a previous game.

Key word there is *allow*, as it could be configured as an option in the map settings that you have to manually turn on, but can't do so unless you've ...
by meganothing
Fri Jun 29, 2018 1:46 pm
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 16342

Re: Logistic Network Research

But I don’t think “just use mods” is the best answer to everything.


No, but shouldn't they at least be an answer to some problems? As I see it the vanilla game has the right tech tree for beginners but not for experienced players. It can't be the other way around, obviously. IF mods are the ...
by meganothing
Thu Jun 28, 2018 2:37 pm
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 16342

Re: Logistic Network Research


I guess my main problem is that I can’t wrap my head around the “if I don't like it, no one should use it” mentality.


We probably can rule out that the developers think "no one else should use it". So what is their goal to do it that way? They have to make a game that guides the beginner in a ...
by meganothing
Thu Jun 28, 2018 2:15 pm
Forum: General discussion
Topic: Remove Blueprint Importing?
Replies: 27
Views: 15602

Re: Remove Blueprint Importing?


In ARK, Conan, Minecraft, Outpost Zero, or many others examples, or any other base building game (hundreds to chose from!) - one of the core enjoyable parts IS the base building. That's one of the most hugely successful genres at the moment. Base Building. You wont see ANY other base building game ...
by meganothing
Thu Jun 28, 2018 1:22 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 23657

Re: Whats your current game goal?

The goal I'm working on just now is to make a very compact (belt-based) productivity3-module factory that produces exactly one module every 60 seconds. Nothing really complicated, but it was fun planning and building it. And now I'm testing it, already had to optimize the raw material delivery to ...
by meganothing
Mon Jun 25, 2018 11:38 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 39556

Re: Friday Facts #248 - Not Saturday Facts

Playing on multiple servers is so much of a problem that I stopped playing.

If you have the gog version of Factorio it is very easy to install it multiple times in different locations (edit the GUI icon before installing the next version so it isn't overwritten) and mod each version differently ...
by meganothing
Sun Jun 17, 2018 5:39 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 77357

Re: Friday Facts #247 - Pricing and its exploits


I think you don't have a lot to fear of Satisfactory. Sure it looks cool but the map is a lot smaller ( 30 squared km ) and they would never be able to handle the amount of factorization because of the 3D graphics. I have multiple friends that play the game on a non-gamer laptop. I don't think ...
by meganothing
Sun Jun 17, 2018 1:48 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 77131

Re: Friday Facts #246 - The GUI update (Part 3)

Why not just make this part of the UI?
I.e. a radio box with two options
( ) Play this exact map.
(o) Play a newly generated map with these settings.
That could be surprising for players if the latter option is selected by default or keeps beeing selected from last time the player started a new ...

Go to advanced search