Search found 282 matches

by abregado
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

brunzenstein wrote:
Wed Feb 27, 2019 8:00 am
The 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?..."
agreed. The Main menu is currently being redesigned.
by abregado
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 ...
by abregado
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 ...
by abregado
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...
by abregado
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!
by abregado
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

Code: Select all

/script_output
directory in your Factorio folder.

There are also special autosaves made at key points during the scenario.
by abregado
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!
by abregado
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.
by abregado
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...
by abregado
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. (.....
by abregado
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 ...
by abregado
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...
by abregado
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 ...
by abregado
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...
by abregado
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

Re: [0.17] Adding Ore Hardness and Pickaxes back in

Bilka wrote:
Sun Dec 30, 2018 8:06 am
Anything you did in your last post is also possible with resource/mining categories. ... Rseding already approved adding it ... I just have to code it
Confirmed internal solution coming
by abregado
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...
by abregado
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
by abregado
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 ...
by abregado
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...
by abregado
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.

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