Search found 214 matches
- 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...
- 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...
- 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?
- 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
- 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...
- 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.
It's not worth the armor space and materials though.
- 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.
- 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.
- 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?
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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?
- 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. ...
- 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.
- 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.