Search found 282 matches

by abregado
Mon Aug 27, 2018 6:52 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 50224

Re: Friday Facts #257 - NPE/Campaign update

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*
by abregado
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...
by abregado
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...
by abregado
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 ...
by abregado
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, ...
by abregado
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

j3robins wrote:In my experience as a software developer, NPE stands for NullPointerException.
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.
by abregado
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 ...
by abregado
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; ...
by abregado
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...
by abregado
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...
by abregado
Mon May 21, 2018 9:46 am
Forum: General discussion
Topic: True end of Factorio
Replies: 17
Views: 7801

Re: True end of Factorio

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.
Entropy in the Factorio universe... the UPS asymptote.
by abregado
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 ...
by abregado
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

Tiggy wrote:Would we be maybe able to donate maps for the devs to turn into campaign missions?
I cant promise they would be used directly, but I would be happy to play them for inspiration and to discuss them afterward.
by abregado
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...
by abregado
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...
by abregado
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. ...
by abregado
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...
by abregado
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 ...
by abregado
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.
by abregado
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...

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