Search found 282 matches

by abregado
Thu Feb 28, 2019 1:23 pm
Forum: Duplicates
Topic: [0.17.2] Tutorial Error and Crash
Replies: 3
Views: 487

Re: [0.17.2] Tutorial Error and Crash

Could you deactivate the mods and then try again from the start?
by abregado
Wed Feb 27, 2019 3:57 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 27712

Re: [0.17.1] intro too hard

The "cost" per biter sent to attack you is scaled with the %progress of the Logistic pack technology. It starts that you need ~2% of your factory output(by pollution) dedicated to making bullets (calculated from the most polluting method) At 90% research completion it hits 100% production,...
by abregado
Wed Feb 27, 2019 3:45 pm
Forum: Gameplay Help
Topic: A failed attempt at the Introduction scenario
Replies: 10
Views: 2067

Re: A failed attempt at the Introduction scenario

It's doable, took me two hours. Don't try to research more than the first turret upgrade, you need to get to green science quick since the biters will be spawning faster and faster. BTW, where did the finish pop ask to send the screens? :D 2 hours is a reasonable time. Internal Wube fastest is 1:20...
by abregado
Wed Feb 27, 2019 3:42 pm
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 4822

Re: [0.17.0] Campaign 1 Observations

- You do not tell the player to press E to open his inventory/crafting menu - You do not tell the player how to build (for example: select fom inventory and place in the ground ) - It would be nice to remember the player that CTRL+Click picks all the inventory from the container. We do tell the pla...
by abregado
Wed Feb 27, 2019 3:25 pm
Forum: Ideas and Suggestions
Topic: 0.17.1 NPE campaign thoughts
Replies: 9
Views: 1450

Re: 0.17.1 NPE campaign thoughts

elegant solution.
Ill give them a single piece of wood when they cut their first tree.
by abregado
Wed Feb 27, 2019 2:21 pm
Forum: Spread the Word
Topic: Dad-Torio
Replies: 10
Views: 6074

Re: Dad-Torio

thanks for sharing.

I like that biters are an engineering problem for him. Did you teach him that trees are the enemy? :D
by abregado
Wed Feb 27, 2019 1:23 pm
Forum: Ideas and Suggestions
Topic: 0.17.1 NPE campaign thoughts
Replies: 9
Views: 1450

Re: 0.17.1 NPE campaign thoughts

Drop it here. I already have many many threads to check.

On the second run, try running this command

/Compi wait_time 0.01

At the start.
by abregado
Wed Feb 27, 2019 11:37 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 2079

Re: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

Oh, i just looked in the code, you are right, it is 30 seconds. But it should have been the same at the start of the game as well.

Ill shorten the wait time over all, seems a bit long.
by abregado
Wed Feb 27, 2019 11:23 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 2079

Re: [0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

I cant reproduce: I load the save, restart the game and then move the character so it triggers Compi. Then I wait the 5-10 seconds it takes Compi to decide that you are unsure what to do, and it moves to the wreck below. Please try again by use the command: /compi wait_time 0.01 to make Compilatron ...
by abregado
Wed Feb 27, 2019 11:06 am
Forum: Balancing
Topic: Tutorial feedback: Copper Cable and electronic circuits
Replies: 7
Views: 3679

Re: Tutorial feedback: Copper Cable and electronic circuits

This part exists exactly so the player uses the "Swap recipe button". I expect it wont be an issue once the Assembling Machine GUI is redone. One of the joys of working on a tutorial in a game that is not finished.

Thanks for the report, keep them coming.
by abregado
Wed Feb 27, 2019 10:59 am
Forum: Won't fix.
Topic: [0.17.1] Tutorial Campaign - Arrival - Game Crash
Replies: 2
Views: 802

Re: [0.17.1] Tutorial Campaign - Arrival - Game Crash

Split and moved thread as it is caused with mods. Other posts in the thread were not mod related.
If it shows up more without mods, I will check it out
by abregado
Wed Feb 27, 2019 10:30 am
Forum: Ideas and Suggestions
Topic: 0.17.1 NPE campaign thoughts
Replies: 9
Views: 1450

Re: 0.17.1 NPE campaign thoughts

Thanks for playing! Sometimes player reach distance isn't the full 10, or even the full 6. there are actually several different player reach values in the game. The one you read about in the changelog was "open gui" i beleive The goal display is strange, with goals listed from larger to sm...
by abregado
Wed Feb 27, 2019 10:10 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 33159

Re: Version 0.17.1

The damaged reactor mouseoverr text is not displayed properly (full screen mode, 1.9k res). "Containing a li(..)" - a what battery? Also a known issue. Will be fixed with the new tooltips. The feeder is called a loader? A quest to Load items using a Loader was considered too generic in th...
by abregado
Wed Feb 27, 2019 9:48 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 27712

Re: [0.17.1] intro too hard

wahming wrote:
Wed Feb 27, 2019 9:42 am
You might want to introduce a hard cap on how frequently they can spawn?
There is one.... it is just rather high. Yeah the difficulty will come down. I want to rewrite the algo that calculates attack rate so that it pulses more and gives the player times to recover before being hit again.
by abregado
Wed Feb 27, 2019 9:40 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 4822

Re: [0.17.0] Campaign 1 Observations

When you're "evacuating" the first section, maybe change the wording from "grab some of your equipment" to "grab what you want to bring with you" to make it clear that you're evacuating and should grab all the stuff. There's no reason not to, and it makes the next sect...
by abregado
Wed Feb 27, 2019 9:35 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 4822

Re: [0.17.0] Campaign 1 Observations

What should I do with them? put them on Imgur and email me the link (ben.buckton@factorio.com) Ideally, they should have been saved in both formats in the first place ! Yes, we will do that in the future. The programmer who does these things for me is also the build engineer, so you can imagine he ...
by abregado
Wed Feb 27, 2019 9:33 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 4822

Re: [0.17.0] Campaign 1 Observations

"New technologies available for research" pops up right after starting. This is not relevant info at this point. fixed in new version I hate the usage of the word "mine" for deconstructing buildings ("This cannot be mined"). It should only be used for extracting ores f...
by abregado
Wed Feb 27, 2019 9:24 am
Forum: Ideas and Suggestions
Topic: [0.17.0] Campaign 1 Observations
Replies: 26
Views: 4822

Re: [0.17.0] Campaign 1 Observations

The smashed buildings, it's not clear that throwing materials at them, fixes them. A right click or hovering mouse over the smashed building, tool tip, that explains that would help. I will add more description to the tooltips. I am also petitioning to have the tooltip stuck to the cursor by defaul...
by abregado
Wed Feb 27, 2019 9:18 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 27712

Re: [0.17.1] intro too hard

I'm not great at high difficulty Biter defense anyway, but banging my head against the tutorial campaign for a while was completely fruitless. The Intro is supposed to be suitable for all players. Perhaps I need to add in a "low combat" option for players who prefer less biters. I think t...

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