Search found 214 matches

by Align
Tue Oct 14, 2014 8:23 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190301

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I'll second the praise (realized I never did that in this thread), I was actually disappointed the first time I started a sandbox in vanilla Factorio, like "wtf there's so much resources, this is too easy" and fiddled with richness and frequency without ever getting something I was happy w...
by Align
Mon Oct 13, 2014 6:22 pm
Forum: Ideas and Suggestions
Topic: Objectives Chekclist
Replies: 2
Views: 1343

Re: Objectives Chekclist

That mission confused me with it's text too, but you actually need the train outposts to get enough resources. The "assault" mentioned in the text happens in the mission AFTER, not in reclaiming the train outposts. So it's more like * Develop train technologies * Reclaim train outposts * K...
by Align
Wed Oct 08, 2014 4:17 pm
Forum: Ideas and Suggestions
Topic: Pumps draw water
Replies: 3
Views: 1304

Re: Pumps draw water

In that case, steam engines ought to retain the water they use instead of letting it boil into the atmosphere. I guess they'd need an output pipe on one of the long sides?
by Align
Sun Oct 05, 2014 11:14 am
Forum: Balancing
Topic: Are the enemies still OP?
Replies: 5
Views: 10788

Re: Are the enemies still OP?

Nope, just get a shotgun and keep upgrading it and you'll stay ahead of their evolution. Oh and circlestrafing with a car helps a lot too
by Align
Sat Oct 04, 2014 6:53 pm
Forum: Balancing
Topic: On biter richness increasing with distance
Replies: 3
Views: 8596

On biter richness increasing with distance

It would be cool if it was possible to pack up and leave the starting location, especially once the small plane is in the game so you can just fly over all the ocean and biters, but right now this is impractical at best due to enemy difficulty increasing as you get further from the start spot. Still...
by Align
Wed Sep 17, 2014 7:45 pm
Forum: Gameplay Help
Topic: Discharge Defense remote usage
Replies: 4
Views: 2566

Re: Discharge Defense remote usage

While holding it in your hand, just click whenever there are biters chewing on your ankles and it'll fire. But the biters need to be really close, and you need a lot of power.

It's not worth the armor space and materials though.
by Align
Wed Sep 17, 2014 7:41 pm
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 51929

Re: Version 0.10.12

I think I caught them in the act once, a group in the middle of nowhere all gathered together, far from pollution. After wiping them out I came back later to find a single worm.
by Align
Tue Sep 16, 2014 5:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x] [kovarex] Recipe tooltip counts
Replies: 19
Views: 9061

Re: Incorrect amunt of items

Oh yeah, actually I noticed this too, had 200 Processing Units in inventory but when I moused over the Power Armor MK2 it said I had 75/200... didn't have enough other resources to attempt crafting it though, so not sure if it's just cosmetic.
by Align
Tue Sep 16, 2014 2:44 pm
Forum: Not a bug
Topic: [0.10.11] Cannot built train stop, if tracks too near
Replies: 9
Views: 3670

Re: [0.10.11] Cannot built train stop, if tracks too near

Does it help if you attempt to rotate it?
by Align
Mon Sep 15, 2014 4:15 pm
Forum: Ideas and Suggestions
Topic: can we add icbms and or orbital strikes?
Replies: 3
Views: 1372

Re: can we add icbms and or orbital strikes?

Wouldn't that just be the Rocket Defense? Though you don't get to see it in action, the game is basically over at that point.
by Align
Fri Sep 12, 2014 8:34 am
Forum: Ideas and Suggestions
Topic: Reinventing Worms
Replies: 2
Views: 1664

Reinventing Worms

Right now worms are the worst part of dealing with biters; there's no way to avoid getting hit, so it doesn't really feel like I can deal with them in a skilful way, but you have all the time in the world to repair and regenerate while they sit there, waiting to die. I was thinking they should be mo...
by Align
Tue Sep 09, 2014 5:07 pm
Forum: Ideas and Suggestions
Topic: Long-distance robots ☸
Replies: 9
Views: 21888

Re: Long-distance robots

Come to think of it, I think I saw a mod where you could construct a Roboport train . That would work perfectly for making outposts, with the bots laying the tracks in front of the train - at least, if the trains' inventory works as a storage chest. But where did I see it? Hm. Break systems and supp...
by Align
Mon Sep 08, 2014 7:47 pm
Forum: Ideas and Suggestions
Topic: Long-distance robots ☸
Replies: 9
Views: 21888

Re: Long-distance robots

Yeah, left range undefined for similar reasons. As for other uses than moving buildings outside the roboport range, I was thinking they could pick up alien artifacts, but then I realized you wouldn't want them flying in before you wipe out the biters, and then you can just collect them yourself... M...
by Align
Sun Sep 07, 2014 6:28 pm
Forum: Ideas and Suggestions
Topic: Long-distance robots ☸
Replies: 9
Views: 21888

Re: Long-distance robots

Yeah they definitely need way more range than regular bots. I was originally thinking of them as nearly car-sized, needing a landing pad of their very own to recharge, and how this would result in large fields of "parking lots" for them if you want an army of attack drones - cue Ride of th...
by Align
Sun Sep 07, 2014 10:26 am
Forum: Ideas and Suggestions
Topic: Long-distance robots ☸
Replies: 9
Views: 21888

Long-distance robots ☸

I love watching my construction robots build everything for me, but it gets impractical with extending the roboport network to mining outposts, so some way to deliver a roboport and some construction robots (and some form of power generation) would be lovely. I'm imagining a larger, heavier kind of ...
by Align
Thu Sep 04, 2014 9:59 am
Forum: Gameplay Help
Topic: Running out of Iron on New Hope 2
Replies: 7
Views: 3522

Re: Running out of Iron on New Hope 2

Actually I thought the instructions were pretty clear. After researching railways the game literally tells you that it'd be a good idea to start working towards utilizing the distant ore mines. That's the problem, it tells you to start working towards it and gives you a bunch of objectives at the s...
by Align
Tue Sep 02, 2014 7:19 pm
Forum: Ideas and Suggestions
Topic: Chest unload logistic
Replies: 6
Views: 3089

Re: Chest unload logistic

While I agree with LIFO behaviour by default wouldn't the belts in the forbidden slots be ignored regardless?
by Align
Tue Sep 02, 2014 8:40 am
Forum: Show your Creations
Topic: My spawn point is an Island (40h gameplay). [now with save]
Replies: 15
Views: 13975

Re: My spawn point is an Island (40h gameplay). Want a Bridg

It is interesting to play on a map like this, because it is not just everything flat. and the resources are a lot more sparse and distant than on default. That actually makes trains useful, because before that, my trains were just like a huge waste of time, because everything was basically nearby. ...
by Align
Sun Aug 24, 2014 2:01 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 190301

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

The richness of oil areas gets divided by the number of pump spots, so more wells is actually slightly worse, in so far that they need more pumps. If you skipped any with few wells, go back and check their yield.
by Align
Sun Aug 24, 2014 1:36 pm
Forum: Balancing
Topic: Overproduction of sulfur
Replies: 18
Views: 21033

Re: Overproduction of sulfur

Although, come to think of it it's not just sulfur - solid fuel is the same, and all liquids (I think? Not sure how big a "stack" of liquid is), so I'm not sure which recipes are the odd ones.

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