Search found 137 matches
- Sat Jun 03, 2017 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Subway - easy player transportation
- Replies: 4
- Views: 2344
Subway - easy player transportation
TL;DR Subway stations that players can use to quickly travel around their factory. What ? Subway stations are small buildings you can place. Once there are two on the map, you can go to either, open up a UI and connect them - this will cost resources based on direct distance. After this the UI will...
- Sat Jun 03, 2017 11:44 am
- Forum: Resource Spawner Overhaul
- Topic: [Problem] RSO Resource Gen.
- Replies: 16
- Views: 7813
Re: [Problem] RSO Resource Gen.
Well, for me it does not need to be all ordered and neat, it just shouldn't have shenanigans like water creating donut shapes, half the resources on the other side of the lake (or any for that matter) or resources overlapping badly (like oil patches inside my iron field). Even if just half of those ...
- Sat Jun 03, 2017 11:41 am
- Forum: Resource Spawner Overhaul
- Topic: Oil near water
- Replies: 6
- Views: 2517
Oil near water
I've been noticing that oil seems to spread out if there is water close to the center of the field. Usually the single patches are rather close to each other, but in these cases they are all over the place. I'm sure it's because it tries to spawn the oil patches, can't and then moves them to the edg...
- Sat Jun 03, 2017 10:51 am
- Forum: Resource Spawner Overhaul
- Topic: [Problem] RSO Resource Gen.
- Replies: 16
- Views: 7813
Re: [Problem] RSO Resource Gen.
In general I think that part of the game is handling the randomness. So making prefabricated starting area with resources placed specifically and grouped seems... strange for me. Outside of starting area, sure. Inside starting area all the randomness does is make you walk 200 tiles around a lake to...
- Fri Jun 02, 2017 6:51 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218457
Re: Bugs & FAQ
Angels Infinite Ores: data.lua --OIL YIELD CHANGE MODIFIER angelsmods.ores.oilyield = settings.startup["angels-oil-gas-yield"].value * 100 100 needs to be 1000. My oil well that started with like 250% yield depleted at 5%, that shouldn't happen. It should deplete at 20% of initial value. I...
- Fri Jun 02, 2017 12:46 pm
- Forum: Resource Spawner Overhaul
- Topic: [Problem] RSO Resource Gen.
- Replies: 16
- Views: 7813
Re: [Problem] RSO Resource Gen.
What it comes down to is -> roll map you generally like -> save -> command prompt map2scenario -> open scenario in map editor -> edit starting area as you like -> start scenario like a savegame. If at any point you want to edit your map again you can do the same thing once more. It's tedious though.
- Fri Jun 02, 2017 12:42 pm
- Forum: General discussion
- Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
- Replies: 20
- Views: 7472
Re: Avoid lategame brutal expansion: RSO or ER:Depletion?
Every vanilla factory will eventually reach a point where it's impossible to continue growing income because all time is spent replacing existing sources of income. We can delay reaching this point by sourcing from way more patches than necessary in the earlier part of the game. For example: instea...
- Fri Jun 02, 2017 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Waggon position indicator configurable count
- Replies: 3
- Views: 1062
Re: Waggon position ondicator configurable count
Would also be great if trains would snap to the indicators when placing them at a train stop. Currently you need to put fuel into them and order them to drive up the the train stop.
- Thu Jun 01, 2017 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Future of Combat in Factorio
- Replies: 4
- Views: 2202
Re: Future of Combat in Factorio
I like the idea. I was also thinking about how to fix bitters, possibly by adding a new radar that can predict when the next attack is to avoid forcing the player to drop what their doing to deal with it. Sorry I rewrote the entire post. The same ideas apply. Now I fixed many more of the glaring is...
- Thu Jun 01, 2017 1:26 pm
- Forum: General discussion
- Topic: what machine you want to see in next update ?
- Replies: 29
- Views: 9108
Re: what machine you want to see in next update ?
More diverse turrets and enemies. Wish biters were more than a tedious nuisance (at least if you chose something like Biter Difficulty: Hard). And I wish defense was more than just throwing down walls and turrets everywhere.
- Thu Jun 01, 2017 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32330
Re: (Re)planting Trees
Always love when people throw around the realism card in games.
I wouldn't mind decorative plastic trees just so I can make an avenue.
I wouldn't mind decorative plastic trees just so I can make an avenue.
- Thu Jun 01, 2017 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Future of Combat in Factorio
- Replies: 4
- Views: 2202
Future of Combat in Factorio
Why Combat is secondary in Factorio, it's not an RTS, the combat cannot be too complex or hard, but that does not mean it needs to be bland and boring, it just needs to be elegantly designed. The general spirit of the current implementation can be kept, but some big changes are necessary for the co...
- Thu Jun 01, 2017 8:42 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42927
Re: [0.15.*] Feedback topic
Tbh I have no idea too. I tried to ask on modding forums but I don't think I got answer about how it actually works. I didn't do that much playtesting to check how initial richness compares to minimal if at all. Oil patch minimum yield already does scale with distance. It's either 20% of the initia...
- Thu Jun 01, 2017 8:42 am
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 3969
Re: Crude oil minimum scaling with distance
Oil patch minimum yield already does scale with distance. It's either 20% of the initial yield or 2/s which ever is larger. Thanks, that's what I was assuming, but now I know for sure. Now I can go and tell orzelek, because he was wondering this too. As for my suggestion - it obviously is already i...
- Thu Jun 01, 2017 8:34 am
- Forum: Resource Spawner Overhaul
- Topic: [Problem] RSO Resource Gen.
- Replies: 16
- Views: 7813
Re: [Problem] RSO Resource Gen.
Personally my problem with RSO starting areas (I don't have modded ores, so my space requirement is the minimum) is that it tends to place some resources next to the water, as in ... right next to it, so the ores float over the edge and give no wiggle room for any construction. Water often comes in ...
- Wed May 31, 2017 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32330
Re: (Re)planting Trees
Plastic trees! Hah!ssilk wrote:Hm. Have you see the title-pic on the main-screen?
Do you really think, the devs will ever enable to have nice green trees there?
It makes no sense.
- Wed May 31, 2017 6:22 pm
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13607
Re: Reward for killing biters
Have you tried turret zerging? I use 6 legs 4 personal roboports mark II's Then place about 100 turrets right around their base. Almost no challenge and I only very rarely lose a construction bot much less a laser turret. or if you are really flushed with resources Nukes are stupid easy. Biters are...
- Wed May 31, 2017 1:18 pm
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 3969
Re: Crude oil minimum scaling with distance
From the 0.15.0 patch notes Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield. This means that as you go out and the initial yields increase, so does the minimum yields. I quoted this twice already, asking if this is what I think it is. ...
- Wed May 31, 2017 1:16 pm
- Forum: General discussion
- Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
- Replies: 20
- Views: 7472
Re: Avoid lategame brutal expansion: RSO or ER:Depletion?
https://forums.factorio.com/viewtopic.php?f=79&p=283818#p283818 I just made this thread sharing my RSO settings. I dislike expanding due to resource depletion because you don't actually expand, you just relocate. I prefer infinite resources and small patches so you need to expand for more throug...
- Wed May 31, 2017 11:56 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15+] "Blueprint" for fun maps
- Replies: 0
- Views: 2193
[0.15+] "Blueprint" for fun maps
I've finally achieved what I tried doing for quite a while: Creating settings, with the help of mods, that create maps that are fun to play on, without having to edit the map manually or rerolling it for 50 times. Disclaimer This is what SyncViews and me consider fun maps. There is logic and game de...