Search found 89 matches

by meems
Fri Jun 16, 2017 11:43 am
Forum: General discussion
Topic: Factorio 2 dev
Replies: 37
Views: 15186

Re: Factorio 2 dev

Why would you make "2.0" game if 1.0 isn't in beta yet? :D Its called planning ahead. Have you ever planned something next week, even though you haven't finished today's work, or even started tomorrows? Its the same thing. And look at the words Me : 'recruit team' You : 'make' are these 2...
by meems
Fri Jun 16, 2017 11:10 am
Forum: General discussion
Topic: Factorio 2 dev
Replies: 37
Views: 15186

Factorio 2 dev

Factorio 2 dev So Factorio is a success, but what is next? Is there going to be a Factorio 2? If so, now is the time to start recruiting the F2 team. F1 has got the world's attention. The devs can now pick the best devs from around the world for F2 dev. Whats the plan? Take the best modders from the...
by meems
Sun May 07, 2017 11:54 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44444

Re: Version 0.15.9

anyone know how to upgrade from v14.23 ?
by meems
Mon Mar 20, 2017 11:18 pm
Forum: General discussion
Topic: factorio inspired game
Replies: 4
Views: 2277

Re: factorio inspired game

lul. Looks good except for one thing, its effectively a simplified copy of factorio. With the minor adjustment of being in a factory rather than a open world. I think factorio would work as a set of 'build this out of these' missions inside a confined space. But that's easily inside the scope of a f...
by meems
Fri Mar 17, 2017 2:55 am
Forum: General discussion
Topic: Looking for a good starter mod pack, and tutorials
Replies: 6
Views: 3312

Re: Looking for a good starter mod pack, and tutorials

don't think there is a well defined starter pack. U might have to fish around a bit.

what aspects of vanilla did u enjoy the most?
by meems
Thu Mar 16, 2017 11:54 pm
Forum: General discussion
Topic: What does your mega-base actually produce?
Replies: 21
Views: 14301

Re: What does your mega-base actually produce?

the problem of what to do with megabases has not been solved or even addressed by the devs.
Players want to preside over their 100s of hours of work, but have to invent minor things to preside over.
by meems
Thu Mar 16, 2017 11:12 pm
Forum: General discussion
Topic: factorio inspired game
Replies: 4
Views: 2277

factorio inspired game

someone got hyped by factorio, and converted the hype into making a game - called production line. I've had a look. Looks uninspired and generic to me. Its a nice idea to have the factory create things like cars, but the mechanics of the game look so generic and lack lustre. Logistic gameplay - the ...
by meems
Fri Mar 10, 2017 4:42 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

>So if you are a game developer I recommend to make a mod instead of discussing this with someone, that cannot change the things. Nah. I'll stick around and see what the next version is like. If I don't think the direction is right, I'll make my own game! A mix of factorio and spacechem. Certainly ...
by meems
Thu Mar 09, 2017 4:28 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

Without reading all this back and forth I can tell you from my experience modding that you wont likely see something with more outputs that the oil production, even less something like waste that has no other use than being waste: My mods add a ton of stuff and entangled recipes with multiple outpu...
by meems
Thu Mar 09, 2017 4:09 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

No. Please read again in my last post: I mean in that case (and most others) "added complexity vs. added game-value". I shorted that in the last time and you pointed correctly to this. And I excuse me for this simplification. Well if that's the latest version of your stance, then its an i...
by meems
Wed Mar 08, 2017 3:16 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

I am not convinced that this belongs in vanilla. The best way to convince me would be if there was a very popular mod that did this. meems - SpaceChem is awesome. I'm sorry you're not happy with the support you're getting here. IMHO Factorio is an awesome game too. One of the challenges for moderat...
by meems
Wed Mar 08, 2017 12:24 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

Not one of the posts with the term 'too complex' is actually complaining about the game being too complex. Because it isn't yet. :) It has a nice learning curve. If you make the steps of this curve too high it becomes too complex. Thats evading the point. You might as well say General Relativity ha...
by meems
Fri Mar 03, 2017 7:19 pm
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

You can search them yourself. I help you: search.php?st=0&sk=t&sd=d&sr=posts&keywords=+%2B%22too+complex%22 There are 170 posts. I've checked the 1st 2 pages out of 9. Not one of the posts with the term 'too complex' is actually complaining about the game being too complex. Seems yo...
by meems
Fri Mar 03, 2017 6:18 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

are u one of the devs? U can't be. Not with that view of the game. It would never have got to this level of complexity. It would be like 100 other generic simplified management games. To my mind you are diametrically opposed to what makes this game great fun and unique - solving logistics. More logi...
by meems
Thu Mar 02, 2017 6:56 pm
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

>If it's too complex it is no commercial success, no updates, sad ssilk. I'm beginning to think the devs have some extra bias against waste management. Saying it would make the game too complicated is like saying having a queen in chess makes chess too complicated. It does make it more complicated,...
by meems
Thu Mar 02, 2017 6:40 pm
Forum: Balancing
Topic: Module Balance (Mostly Efficiency)
Replies: 38
Views: 11043

Re: Module Balance (Mostly Efficiency)

crude -> petrol -> plastics -> reds - > blues -> rocket part - > rocket this is the crucial productivity bottleneck. mod sockets = 2 at ref, 2 at c plant, 4 at red, 4 at blue, 4 at rp asem, 2 at r silo. I calc 474% productivity with 10% prodmods in all sockets, and 618% with 12% pmods. That last fig...
by meems
Wed Mar 01, 2017 11:16 pm
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19805

Re: Waste production Mod/Development proposal

I am all the concept of adding waste and pollution into factorio. This would again be another novel idea for the game that sets it apart from the rest of the management games. Sorry guys, I don't think this will come into vanilla, cause the game value is not good enough: it adds new side-processes t...
by meems
Wed Mar 01, 2017 8:17 pm
Forum: Balancing
Topic: Module Balance (Mostly Efficiency)
Replies: 38
Views: 11043

Re: Module Balance (Mostly Efficiency)

The jump from +30% to +50% for the speed tier 2 to 3 mod doesn't make sense. Tier 3s are too strong. There is little question that when speed is a bottleneck that tier 3s are worth the investment nearly every time. The player doesn't have to weigh up the creation costs, they can always just go for t...
by meems
Wed Mar 01, 2017 7:50 pm
Forum: Balancing
Topic: Module Balance (Mostly Efficiency)
Replies: 38
Views: 11043

Re: Module Balance (Mostly Efficiency)

i think the productivity modules are weak and oddly balanced. Clearly the devs were worried about the geometric effect of prodmods over mutiple machines. Which is a fair point, but to my mind the current state is overkill. Prodmods are nerfed in their strength and not allowed in beacons. So even wit...
by meems
Fri Feb 17, 2017 1:01 am
Forum: Modding help
Topic: modding noob needs general help
Replies: 5
Views: 1845

Re: modding noob needs general help

i've actually got a marshland style map working, randomly every one in seven rectangles is water. Did it just by trial and error finding a place in a mod to send a true or false value, which set water or land. Good progress, but I don't understand it. But I don't want the whole map to be marsh land....

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