agreed. The Main menu is currently being redesigned.brunzenstein wrote: ↑Wed Feb 27, 2019 8:00 amThe problem is for the newbie that he must find the tutorial first - and that's for a newcomer not easy to be found and sorrily not presented at the first start with a question: "do you want to learn how to?..."
Search found 282 matches
- Wed Feb 27, 2019 9:15 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 27712
Re: [0.17.10] intro too hard
- Wed Feb 27, 2019 9:14 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 27712
Re: [0.17.10] intro too hard
No splitters and underground belts is proving to be a massive headache getting production up to anything reasonable. No access to splitters and undergrounds is certainly making this more difficult for me. I feel like I'm trying to race through the tutorial with one hand tied behind my back, and an ...
- Wed Feb 27, 2019 9:11 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 27712
Re: [0.17.10] intro too hard
Seems a bit steep for what would be a brand new player. The difficulty is based on pollution, so if your factory was "big" and you did not produce many bullets (as a % of your total production), then you will fail. New players do not produce as much pollution as a vet. I will be tweaking ...
- Wed Feb 27, 2019 9:08 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 27712
Re: [0.17.1] intro too hard
It might be worth mentioning that I skipped the automation step (accidentally), by manually inserting components for green circuits. My expectation is that like many people, you were expecting a tutorial and played very lazy (compared to your regular level of play). Its ok, I see it a lot. Actually...
- Tue Feb 26, 2019 10:03 pm
- Forum: Gameplay Help
- Topic: A failed attempt at the Introduction scenario
- Replies: 10
- Views: 2067
Re: A failed attempt at the Introduction scenario
Thanks for the replay and for playing during the experimental!
- Tue Feb 26, 2019 9:49 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 4822
Re: [0.17.0] Campaign 1 Observations
oh, the screenshots are found in the directory in your Factorio folder.
There are also special autosaves made at key points during the scenario.
Code: Select all
/script_outputThere are also special autosaves made at key points during the scenario.
- Tue Feb 26, 2019 7:29 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 4822
Re: [0.17.0] Campaign 1 Observations
please keep playing and give me your full feedback at the end. If you can upload the screenshots that are the game makes for you that would help a lot too!
Once you are done I will come back and discuss.
Thanks for playing so soon!
Once you are done I will come back and discuss.
Thanks for playing so soon!
- Fri Feb 22, 2019 12:50 pm
- Forum: Fan Art
- Topic: Everything is awesome in Factorio 0.17
- Replies: 3
- Views: 4792
Re: Everything is awesome in Factorio 0.17
this pleases me more than you can know.
- Sat Jan 05, 2019 11:35 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
The question I would ask is: How would you define the difference between launching a rocket and automating rocket launching? Im sure there are many ways to define that. It just isn't worth defining if our goal is for the player to launch one rocket (or to do one thing one time regardless of what th...
- Sat Jan 05, 2019 11:15 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch. Here are my additional comments. 1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired effect. (.....
- Sat Jan 05, 2019 10:36 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
I like the idea of a test launch. A simpler approach would be to have all launches produce space science, for satellite technology to require space science, and for vanilla victory to require launch of a rocket with satellite. The question I would ask is: Should the player be rewarded with victory ...
- Wed Jan 02, 2019 11:50 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
I think the science changes are great, the fluid dynamics are sorely needed, and all the new hi-res stuff is awesome. I appreciate the devs trying to keep the game fresh and interesting. Sometimes we react to change negatively just because it’s change, but once we give it a try it turns out to be a...
- Wed Jan 02, 2019 11:40 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
And I shall conclude with the "give link if you find one" with several quotes, you can click on the little arrows to go to them: Problem not solved: I research ... Common man, play fair. You cant just quote yourself saying problem not solved, concerns not addressed. Otherwise I can quote ...
- Wed Jan 02, 2019 10:17 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126809
Re: Friday Facts #275 - 0.17 Science changes
This is 0.17 - quite unlike any prior release - so guess which plan the way-overdue-for-a-good-vacation devs chose. Some of the team who posted here in response WERE on holiday. They still chose to respond to you and engage in the game they love. One of the least best solutions is to remove the ino...
- Sun Dec 30, 2018 11:55 pm
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 9761
- Sun Dec 30, 2018 6:56 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176670
Re: Friday Facts #266 - Cleanup of mechanics
Where is the sorrow at not being able to use axes in modded games? I think everyone has made their sorrow rather clear. Axes will still be modable, just not with a slot for them. The character still wields a pickaxe in their animation and you can tier your mining using 0.16 modding already. Our mod...
- Sun Dec 30, 2018 6:28 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 29809
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Keep the pickaxe, remove the tedium from it. And this is what we did. Sorry for staying out of the discussion for so long. If you want to discuss how to solve this with mods, please help me find a solution over here: https://forums.factorio.com/viewtopic.php?f=33&t=64142&p=391680#p391680
- Sun Dec 30, 2018 6:21 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 9761
Re: [0.17] Adding Ore Hardness and Pickaxes back in
Ill start with a crappy implementation. Im sure someone can come up with a much nicer one but this one works for hand mining. Explanation: I added a bunch of generic objects called pickaxes into the game. They can go anywhere in your inventory. When you mine something the mod checks if you have the ...
- Sun Dec 30, 2018 6:13 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Adding Ore Hardness and Pickaxes back in
- Replies: 22
- Views: 9761
[0.17] Adding Ore Hardness and Pickaxes back in
There seems to be a lot of controversy about this, and even so nobody has made a thread to actually discuss a solution. I personally did not get involved until now because: A) I'm the one who pushed for the change so I am biased B) Factorio attracts a well educated and capable player base, so I alwa...
- Sun Dec 30, 2018 1:59 am
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 44323
Re: Factorio need IRL Stuff (Merchandise).
Id like to see an Ushanka hat, but it is a Logistics Bot picking up my head.
https://en.wikipedia.org/wiki/Ushanka
or a Beanie that looks like a Worm.
https://en.wikipedia.org/wiki/Ushanka
or a Beanie that looks like a Worm.