Search found 240 matches
- Thu May 04, 2017 1:23 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33584
Re: Please make trains able to run over evolved aliens
Short-ranged - to avoid unnecessarily aggravating biters. This is a great idea because it limits their usefulness in the turret creep strategy. Trouble is once a train is stopped, it would need a tremendous amount of firepower to get out of a swarm. If it's hit one biter (especially a behemoth) you...
- Thu May 04, 2017 3:51 am
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33584
Re: Please make trains able to run over evolved aliens
I've used Bobs Vehicle Equipment - sadly it doesn't seem to be updated to v0.15 yet. bobingabout is actively working on updating his mods to 0.15, he's started and already done some of them. The problem is that he's such a prolific mod author that he's got an incredible number of mods to convert so...
- Thu May 04, 2017 3:04 am
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33584
Re: Please make trains able to run over evolved aliens
We need armoured trains which are heavier and slower so you can build some for the outposts and run regular trains where it is safe. Ideally they'd have replaceable turrets but given that the devs are trying to reduce turret creep they'd probably balk at the idea of putting turrets on wheels. :lol: ...
- Thu May 04, 2017 2:46 am
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 9647
Re: Biters seem MUCH easier in 0.15?
I read a couple of topics talking about waltzing in with personal lasers. Are those worthwhile now? I remember they used to handle maybe 1-2 biters in a wave of 20, so I abandoned them entirely long ago. I'm waiting for the non-experimental release so I haven't played it yet but: Greatly increased ...
- Wed May 03, 2017 3:16 pm
- Forum: Outdated/Not implemented
- Topic: Electric Networks Map Lines - Lines not Lining Up
- Replies: 16
- Views: 8822
Re: Electric Networks Map Lines - Lines not Lining Up
Man this would only use up important developer time and has no benefit for the whole game play. Live with it. High res graphics, enhanced map colours and non-square resource tiles use up important developer time and have no benefit for the whole game play. Aesthetics matter, we like pretty stuff. J...
- Wed May 03, 2017 1:53 pm
- Forum: Outdated/Not implemented
- Topic: Electric Networks Map Lines - Lines not Lining Up
- Replies: 16
- Views: 8822
Re: Electric Networks Map Lines - Lines not Lining Up
Does this illustrate the problem? Yeah that seems to be the issue. I'm sure it's about 1000x more work than it's worth to fix. Which means I'll just have to spend the rest of forever using nothing but small and medium poles. Oh well. They are updating the graphics for high res anyway. Maybe they'd ...
- Wed May 03, 2017 6:06 am
- Forum: Mods
- Topic: [MOD 0.15.3] Pollution Damage 0.0.3
- Replies: 10
- Views: 10511
Re: [MOD 0.15.3] Pollution Damage 0.0.3
Does the mod only damage players or will it kill the local fauna as well?
- Wed May 03, 2017 6:00 am
- Forum: Outdated/Not implemented
- Topic: Electric Networks Map Lines - Lines not Lining Up
- Replies: 16
- Views: 8822
Re: Electric Networks Map Lines - Lines not Lining Up
Does this illustrate the problem? The small poles have their wire connection in the centre and thus not grid aligned, the big poles are centre and grid aligned both.
The solution would be to grid align the electrical connection for the small poles.
The solution would be to grid align the electrical connection for the small poles.
- Mon May 01, 2017 3:49 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502892
Re: Simple Questions and Short Answers
Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing ...
- Thu Apr 27, 2017 7:30 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502892
Re: Simple Questions and Short Answers
Since heat generation is controlled by varying the fission rate I don't see how that can be true. The control rods on nuclear reactors absorb neutrons to keep chain-reaction fission feedback from getting, um, out of hand. Exactly, the control rods slow the chain reaction. Load following is the pote...
- Thu Apr 27, 2017 12:21 am
- Forum: Outdated/Not implemented
- Topic: a clock for the network(for timeswitches)and electric sensor
- Replies: 5
- Views: 1729
Re: a clock for the network(for timeswitches)and electric sensor
I built a simple circuit to detect if the accumulators were increasing in power or decreasing. If they are increasing it means dawn, decreasing means dusk. I use it for daytime-only radars but it could work for daytime-only furnaces. Might fit your purpose: Switch off radar when accumulators are dec...
- Mon Apr 24, 2017 10:59 am
- Forum: Combinator Creations
- Topic: Switch off radar when accumulators are decreasing
- Replies: 3
- Views: 3447
Re: Switch off radar when accumulators are decreasing
Dont forget you also need to account for power > 10% and increasing otherwise they could turn off and not turn back on unless you drain enough power to get below 10% If the accumulated value dips to 20 and then starts rising the rise/fall detector in (5) will instantly detect that, it isn't depende...
- Mon Apr 10, 2017 8:04 am
- Forum: Modding help
- Topic: How to make an entity blueprintable
- Replies: 4
- Views: 1545
Re: How to make an entity blueprintable
Any experienced modders who can help with this?
- Fri Apr 07, 2017 3:49 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48561
Re: Friday Facts #185 - Progress report
FF#183 "we want at least a week of playtesting before considering the experimental release"
FF#185 "Internal playtesting kicked off early this week"
Sounds promising.
FF#185 "Internal playtesting kicked off early this week"
Sounds promising.
- Wed Apr 05, 2017 1:33 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 13400
Re: [MOD 0.14] Supportive Weapons
Looks a little OP but the documentation and presentation are excellent.
- Wed Apr 05, 2017 1:30 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69247
Re: Friday Facts #183 - Aiming for the release date
As for ghosting unresearched stuff - I am personally against it. That could be a game-start option or some lua console command for those who really want it, but it should not be available "by default". I am against it too, the game needs to start small with few options so as not to confus...
- Sun Apr 02, 2017 12:32 pm
- Forum: General discussion
- Topic: Why uranium?
- Replies: 11
- Views: 5720
Re: Why uranium?
we could also make a bio farm waste plant, where we can burn dead biters. then we get power, and soap, soap is needed to keep clean and remove radioactive waste.. (maybe more things) How about if improperly disposing of the nuclear waste causes the biters to evolve faster with a localized effect so...
- Sun Apr 02, 2017 8:14 am
- Forum: Multiplayer
- Topic: minimal cost multiplayer game for casual players
- Replies: 9
- Views: 3805
Re: minimal cost multiplayer game for casual players
Advertising supported servers: Server-Service] Free Factorio Server (Release)
Initial post is in German, scroll down for English.
Initial post is in German, scroll down for English.
- Sun Apr 02, 2017 8:08 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51883
Re: Friday Facts #177 - Difficulty settings
I think you've gone the wrong way on the difficulty settings. You call them: "Basic Settings" and "Advanced Settings" but more reasonably these should be called "Advanced Settings" and "You won't have a clue what these mean until you've played at least 20 hours Set...
- Sat Apr 01, 2017 3:30 pm
- Forum: Combinator Creations
- Topic: I wonder what happens when I press this button...
- Replies: 2
- Views: 1985