If we add shallow water to Freeplay (which is not as simple as it sounds), then some people might be sad that there is the occasional Biter nest where you cannot use turret creep...
The other reason is that then everyone will ask for aquatic biters *sigh* *grin* *evil laugh*
Search found 282 matches
- Mon Aug 27, 2018 6:52 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50224
- Sun Aug 05, 2018 4:03 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83021
Re: Friday Facts #254 - No research queue for you
People only ask for a research queue because the granularity of techs is too high. Fix the issue, not the symptom! For example, on the oil and train stuff. It's like every little item or recipe has its own research. Just group them together! Who cares about the option of saving a tiny but of resour...
- Fri Jun 15, 2018 3:18 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
Maybe you missed the fact that in Factorio the Campaign ***IS*** the Tutorial. Ideally they should be two separate things, but they are not (at least not yet, and I didn't see any signs that they plan to separate them in this change). The Campaign and Tutorial will be two different things. One desi...
- Tue Jun 05, 2018 9:14 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
Going by Steam achievement numbers is pretty unreliable anyways. It's not uncommon for popular games to have an unavoidable achievement at the beginning of the game yet it has a 60-70% rate of game owners having gotten it. For example: https://i.imgur.com/SHjEYaF.png This means that more than 3/10 ...
- Tue Jun 05, 2018 9:04 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
"Scroll Direction": Firstly, thanks for your effort in replying! The image we posted was just a quickly made one to show the concept. Actually, planning out the areas at the beginning is a terrible idea, so we first make dependancy diagrams to show which areas need to be connected where, ...
- Tue Jun 05, 2018 8:42 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
Haha! The other option was New Player Content... but it umm... was also already taken. I will endeavor to just write all three words until we come up with a new name for it.j3robins wrote:In my experience as a software developer, NPE stands for NullPointerException.
- Tue Jun 05, 2018 8:39 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
please change it so you never unlock a recipe that you can't use. That issues is more complex than you think it is. More lines make the tech tree more difficult to read, and many technologies would end up containing only one recipe because the others have different requirements. While I agree with ...
- Tue Jun 05, 2018 8:34 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
I'm sad to see logistics robots unlocked so early but be useless until requester chests. Back in 0.14 days it was a single hop from logistics robots to requester chests and only required blue science. I think they should require batteries but not blue chips. For me, Logistic robots are two things; ...
- Fri Jun 01, 2018 4:50 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
I'm a bit curious as to how the demo will tie into all of this. https://factorio.com/blog/post/fff-241 The Demo is currently just the tutorial parts of the Campaign, but will change to be a completely separate experience designed to teach the game concepts AND show what Factorio is all about. The d...
- Fri Jun 01, 2018 3:27 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60841
Re: Friday Facts #245 - Campaign concept
Still why have research that just unlocks intermediates that dont give you anything on their own... the sheir amount of research - i mean the amount of times you have to press ok now research this ... blink ok now this... blink... now this ... repeat 1000 times... got me annoyed a couple of times a...
- Mon May 21, 2018 9:46 am
- Forum: General discussion
- Topic: True end of Factorio
- Replies: 17
- Views: 7801
Re: True end of Factorio
Entropy in the Factorio universe... the UPS asymptote.Aeternus wrote: ... as your UPS ticks lower and lower, always continuing to but never quite reaching 0...
This is the death of a Factorio universe.
- Sun May 13, 2018 11:19 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45858
Re: Friday Facts #241 - New player experience
Abregado, Can you tell us more about your experiences of using this in the classroom? I feel that this game does have possibilities in enhancing certain classroom topics. But I am also a bit worried about sharing this game with others because of the crack-like addictiveness of the game which would ...
- Sun May 13, 2018 10:23 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45858
Re: Friday Facts #241 - New player experience
I cant promise they would be used directly, but I would be happy to play them for inspiration and to discuss them afterward.Tiggy wrote:Would we be maybe able to donate maps for the devs to turn into campaign missions?
- Sun May 13, 2018 10:21 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45858
Re: Friday Facts #241 - New player experience
I want to know more about teaching with Factorio. I've always wanted to do this but am waiting until 1.0 Curious if it was used in a classroom or after school activity? Im always intersted in talking shop with other Educators. If anybody every wants to discuss pedagogy or wants tips of setting up g...
- Sun May 13, 2018 10:18 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45858
Re: Friday Facts #241 - New player experience
On a different topic, am I the only one COMPLETELY MINDBLOWN by the fact Factorio is being used for educational purposes?? TBH, that's pretty much the reason why I translated the game into Hebrew, in the hope that one day, some kid who would otherwise not be able to play it, could enjoy it and perh...
- Wed Aug 23, 2017 12:01 pm
- Forum: Modding help
- Topic: Adding new recipe types [Expensive, Normal, Simple?]
- Replies: 4
- Views: 1153
Re: Adding new recipe types [Expensive, Normal, Simple?]
Ok, so the answer is to modify all of the normal recipes using the mod. No problems. I guess I could also use the Expensive Mode, modify those ones and then change the localizations of the "Expensive" selector, but I think most people would enable/disable the mod based on savegame anyway. ...
- Tue Aug 22, 2017 9:11 am
- Forum: Modding help
- Topic: Adding new recipe types [Expensive, Normal, Simple?]
- Replies: 4
- Views: 1153
Adding new recipe types [Expensive, Normal, Simple?]
0.15 added the option to select between Expensive and Normal recipe costs. I was hoping to make a simple Recipe set for new players in which every recipe takes single unit stacks and every recipe takes 1 second to complete. Is it possible to add a new recipe type? How do we cause it to appear in the...
- Tue Aug 22, 2017 9:02 am
- Forum: Modding help
- Topic: New Techtree - Feedback Wanted
- Replies: 0
- Views: 323
New Techtree - Feedback Wanted
Heya, I was hoping to get some feedback on a little techtree mod I was working on. https://forums.factorio.com/viewtopic.php?f=94&t=52081&p=304243#p304243 Its designed to be more readable and easier to understand for new players, while focusing on the goal of building a rocket. A pdf of the ...
- Tue Aug 22, 2017 8:56 am
- Forum: Mods
- Topic: [MOD 0.15.x] Trunked Tech
- Replies: 1
- Views: 996
Re: [MOD 0.15.x] Trunked Tech
I would be very interested in some feedback on the structure of this techtree.
A pdf of the tech tree is included in the mod package.
A pdf of the tech tree is included in the mod package.
- Tue Aug 22, 2017 8:54 am
- Forum: Mods
- Topic: [MOD 0.15.x] Trunked Tech
- Replies: 1
- Views: 996
[MOD 0.15.x] Trunked Tech
Trunked Tech Name: Trunked Tech Version: 0.0.5 Factorio-Version: 0.15.x Description: Factorio Mod - Changes the Tech tree to focus on recipe requirements. The main "trunk" of the Tech Tree leads to the Rocket Silo and only includes things that you need to launch a rocket. License: CC BY S...