Search found 384 matches
- 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...
- 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...
- 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...
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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).
- 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.
- 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 ...
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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...