Search found 384 matches

by Lav
Mon Oct 23, 2017 6:25 am
Forum: General discussion
Topic: Difficulty curve and how to keep players till end game
Replies: 60
Views: 20510

Re: Difficulty curve and how to keep players till end game

Or new player play with mod ? Since mod are 80 % feature of this mage and 400 % more harder than vanilla (Nit mod that makes this game easy. I am talking about (bob,angel,pyn coal mod) I'm not taking mods into account when talking about new players - they rarely use mods, and those that do I assume...
by Lav
Mon Oct 23, 2017 6:15 am
Forum: General discussion
Topic: Difficulty curve and how to keep players till end game
Replies: 60
Views: 20510

Re: Difficulty curve and how to keep players till end game

Personally, I found that the tedium of oil processing and blue science eases up considerably when you have a clear plan of factory expansion, a collection of premade blueprints, and possibly a mod that improves early game construction speed (bots from the start, nanobots etc). Lots of experience beh...
by Lav
Mon Oct 23, 2017 5:19 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 210067

Re: [MOD 0.15] Upgrade planner

A question. Can the upgrade planner be added to an already existing game? I tried, and there's an upgrade planner item to craft, but no configuration GUI button in the top-left, so I guess something went wrong with mod initialization. 4reference: I'm running Loader Redux, Ghost Copier and Nanobots f...
by Lav
Mon Oct 23, 2017 5:06 am
Forum: Ideas and Suggestions
Topic: Belt/Underground/Splitter/Loader easier upgrading
Replies: 6
Views: 2558

Re: Belt/Underground/Splitter/Loader easier upgrading

Belt upgrades will behave in a different way in the future: https://www.factorio.com/blog/post/fff-206 Your suggestion (while not bad) is mutually exclusive to that actually I can see it working by having it replacing (with blue belt in hand) blue splitter --> blue belt (same tier) and red splitter...
by Lav
Sat Oct 21, 2017 7:52 am
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24860

Re: Friday Facts #213 - The little things 2

A question though. Do the requester chests really need the ability to calculate demand of connected entities? I would rather see an "auto-adjust" checkbox for them, which would make the requester increase it's demand by 25% each time it runs empty. This may cause some hiccups at the start,...
by Lav
Sat Oct 21, 2017 7:40 am
Forum: Ideas and Suggestions
Topic: Belt placement - size control
Replies: 11
Views: 3364

Belt placement - size control

Suggestion It would be fantastic if belt placement had the same size-scaling feature as landfill and bricks/concrete, so it would be possible to place an entire block of belts at once. It would be even better if belt placement took already existing belts into account when changing direction, so whe...
by Lav
Sat Oct 21, 2017 7:37 am
Forum: Ideas and Suggestions
Topic: Belt/Underground/Splitter/Loader easier upgrading
Replies: 6
Views: 2558

Belt/Underground/Splitter/Loader easier upgrading

Suggestion When upgrading the belt system, I have to constantly switch between belts, underground belts, splitters and loaders. It would be great if I could upgrade all placed logistic items with a belt - for as long as I have a matching replacement in my inventory. So if I run along a belt line wi...
by Lav
Fri Oct 20, 2017 7:46 pm
Forum: General discussion
Topic: Difficulty curve and how to keep players till end game
Replies: 60
Views: 20510

Re: Difficulty curve and how to keep players till end game

The whole point of the game is its complexity. The challenges around efficiently setting up complex production like oil is where the game gets real. You seem to have completely missed the point that quineotio was trying to make. It's not complexity that's the issue, but the duration . Period when o...
by Lav
Thu Oct 19, 2017 7:56 am
Forum: Ideas and Suggestions
Topic: Slightly change wait 0 seconds logic
Replies: 17
Views: 5194

Re: Slightly change wait 0 seconds logic

It's possible to setup the station to read train's contents or ID, and set departure condition to Any > 0 This will force the train to stay for a tick or two, mission accomplished. And I use zero-wait stations in combination with a disabled/enabled station for remote signaling. The train will stay o...
by Lav
Mon Oct 16, 2017 3:26 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132770

Re: Attacking biters with turrets makes all weapons pointless

Note: Bobs mods have sniper turrets. They have a longer range but lower repetition. So you can attack worms with the sniper turret but bitters will overwhelm them. You have to protect them with normal turrets. I think that need to combine weapons makes the game more interesting. There should be mor...
by Lav
Mon Oct 16, 2017 11:41 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132770

Re: Attacking biters with turrets makes all weapons pointless

A powerup delay isn't supposed to prevent you shooting bitters. Try attacking worms with that. A 5s powerup delay means the worm has 5 extra seconds to shoot your turret before it takes any damage. In those 5 seconds you are going to loose turrets against a nest of worms. Try 30s and you might not ...
by Lav
Sun Oct 15, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: Add Labels to graph-axes
Replies: 3
Views: 1450

Re: Add Labels to graph-axes

Very much agree. Except horizontal axis should be from right to left, with negative time values (it's essentially looking into the past, and right border is always zero).
by Lav
Sun Oct 15, 2017 7:00 pm
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 5313

Re: New .17 GUI: Number Input System

Alternatively, only have [-] and [+] buttons to offset the value by 1, and multiply their effect by 10 if Shift or Ctrl are pressed. If both are pressed, multiply by 100. Should be enough for most purposes.
by Lav
Sat Oct 14, 2017 6:23 am
Forum: Balancing
Topic: Radar scanning (and re-scanning) speed
Replies: 35
Views: 27182

Re: Radar scanning (and re-scanning) speed

I've been thinking about what Lav said about scanning bonus sectors being 'more speed', but I feel that's perfectly in line with how productivity in assemblers works. You don't see the extra item for free there as 'more speed' when actually it kind of does directly equate to that, rather than just ...
by Lav
Sat Oct 14, 2017 5:30 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Simplest full-speed blue belt ⇒ 4 chest loader?
Replies: 5
Views: 5762

Re: Simplest full-speed blue belt ⇒ 4 chest loader?

Sweet. 10/10, will use in my next train station.
by Lav
Sat Oct 14, 2017 5:22 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 64556

Re: Friday Facts #212 - The GUI update (Part 1)

Great to see work being done on the GUI. Some comments below. 1. Buttons outside of the window frame ensure that it will be impossible to dock windows properly - or that user will find those buttons hidden by the edge of screen when moving windows to natural positions at the edge. Missing the button...
by Lav
Fri Oct 13, 2017 2:28 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132770

Re: Attacking biters with turrets makes all weapons pointless

You're right about the others, but surprisingly Defender Capsules do not require oil. Hmm, indeed they don't. Weird, I was so sure they do. Bad me. :-/ I will concede it is possible to roll maps that royally screw the player in terms of oil - but a player can simply reroll until getting oil in the ...
by Lav
Fri Oct 13, 2017 9:20 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132770

Re: Attacking biters with turrets makes all weapons pointless

Nah, I'm saying there are situations where turret creep is still the only solution. I'd find this debatable. For example I like to play on Deathworlds. One thing I do is run around the starting area and preemptively put turrets down on iron patches and oil patches. That way I get no nasty surprises...
by Lav
Fri Oct 13, 2017 8:33 am
Forum: Ideas and Suggestions
Topic: QoL: Auto-refuel car/tank from player inventory
Replies: 8
Views: 3023

QoL: Auto-refuel car/tank from player inventory

Suggestion When a player is trying to drive a vehicle that's out of fuel, and has some fuel in his/her inventory, the vehicle should be automatically refueled with a single stack of the most efficient fuel player has. Why Because manual refueling of a freshly placed car doesn't add any challenge to...
by Lav
Fri Oct 13, 2017 7:44 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 132770

Re: Attacking biters with turrets makes all weapons pointless

You're saying players are "supposed" to use turret creep. Ironic, no? Nah, I'm saying there are situations where turret creep is still the only solution. That you don't play games like that doesn't mean others don't. So your crusade against turret creep is effectively a crusade against ot...

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