Search found 1100 matches
- Sun Jan 11, 2015 3:26 am
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 7528
Re: A few new questions
I've recently come to like the car. Really, really like the car. Not just for helping me move more quickly around my factory, but also because it can carry a lot of crap for me. It more than doubles my inventory capacity. So I want to start over again, from an early saved game, and start with a car ...
- Thu Jan 08, 2015 3:30 pm
- Forum: General discussion
- Topic: Why does the Windows version multitask so badly?
- Replies: 12
- Views: 4354
Re: Why does the Windows version multitask so badly?
Do you play at same resolution as your desktop, I used to have something similar happen to me and I noticed it stopped when both of them are set to the same thing. I'm not sure what resolution Factorio runs in,. and I actually asked about that on here a month or two ago, because I suspected that th...
- Thu Jan 08, 2015 12:58 pm
- Forum: General discussion
- Topic: Why does the Windows version multitask so badly?
- Replies: 12
- Views: 4354
Why does the Windows version multitask so badly?
I haven't tried it with the newest version, but I've played a lot of Factorio in recent weeks, and my experience is that whenever I alt+tab to minimize the Factorio game so that I can interact with Windows in other ways, the game crashes on me about half the time. I've therefore made it a habit to a...
- Thu Jan 08, 2015 12:37 pm
- Forum: Gameplay Help
- Topic: Tutorials by Cathril
- Replies: 8
- Views: 2842
Re: Tutorials by Cathril
Thankfully the core mechanics of factorio haven't changed very much. everything has stayed pretty much stable. Well, that's the kind of thing that isn't obvious to most people used to early access games. I think the assumption that "if age_of_tutorial > 4 months = ignore it" is pretty wid...
- Thu Jan 08, 2015 1:07 am
- Forum: Gameplay Help
- Topic: Tutorials by Cathril
- Replies: 8
- Views: 2842
Re: Tutorials by Cathril
One thing I'm wary of is outdated tutorials. I'm used to early access alpha games changing a lot, and rapidly, and so I tend to steer away from tutorials that are more than a couple of months old, if they deal with complex aspects of the game, as opposed to teaching the basics. Or at least if I see ...
- Sat Jan 03, 2015 7:07 pm
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11398
Re: Early game defence tips wanted
The problem is, AP Ammo gives 2.5 times as much damage as regular Ammo. That's a huge difference, and is what makes it tempting. Also I don't know of any way to recycle the unused regular Ammo, once I'm able to produce enough AP Ammo.
- Sat Jan 03, 2015 3:34 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29428
Re: Friday Facts #67 - Happy new year
Floor-like options I want: Road-type floor, optimized for Cars and other rubber-wheeled type vehicles. I don't mind if it gets damaged if you drive a Tank on it. It's meant for roads. Wheeled vehicle should get a speed bonus when driving on them, although of course a relatively small one. If a norma...
- Sat Jan 03, 2015 2:09 pm
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 7528
Re: A few new questions
I've found that a small Belt (a very secondary one) with Steel and Copper can be handy, mid game. At least I use mine to make Medium Poles and AP Ammo (and also Steel Chests, even though those don't require Copper Plates). Just a 2-item Belt, so far, although I'm sure that when I progress further in...
- Fri Jan 02, 2015 4:29 pm
- Forum: Gameplay Help
- Topic: [0.11.8] Steam engines not producing power
- Replies: 3
- Views: 1431
Re: [0.11.8] Steam engines not producing power
Isn't this diagnozable by checking whether there is or is not Water in the Steam Engines? That's how I check my (water) pipe systems. If some Pipes lack water then I track from the Pump to where the fault is
- Fri Jan 02, 2015 4:28 pm
- Forum: Gameplay Help
- Topic: Tutorials by Cathril
- Replies: 8
- Views: 2842
Re: Tutorials by Cathril
Well, I find the whole oil/chemistry thing slightly overwhelming. The early and mid game is easy enough, you to Iron and Copper, then Steel and Brick, and components. But ahead of me looms this slightly intimidating complexity of having to deal with oils and chemicals of many, many kinds, storing th...
- Fri Jan 02, 2015 4:24 pm
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11398
Re: Early game defence tips wanted
I went back and loaded an old same-map save game (because there are some things to like about that map, and I know the alien attack mode is configured like it should be), and I was a little bit less ambitious this time, not running a tonne of Electric Miners I didn't need. The first attacks came a b...
- Thu Jan 01, 2015 11:16 am
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11398
Re: Early game defence tips wanted
Oh, by the way, what really shocked me was that the first attack wave was huge, like 15 or 20 aliens, if not 25. And after I cleared up that (which was quite difficult) and built a single cluster of 4 Turrets in the direction the aliens had come from, 5 minutes later there was another even larger at...
- Thu Jan 01, 2015 11:14 am
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11398
Re: Early game defence tips wanted
Scout around your base, to see where the alien nests are. Build a radar pretty early to keep your surroundings updated. Keep a close eye on the amount of pollution that reaches every nest. You can eliminate small nests (1-2 spawners, no worms) with only regular bullets and a few turrets, though it ...
- Thu Jan 01, 2015 10:54 am
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11398
Early game defence tips wanted
The sandbox game mode seems to me to be either too easy or too hard. If I set the aliens to never attack first then it's crazy easy. If I don't set that option, then they come and gank my butt way before I'm ready, even on the next-to-largest starting area. And I think opting for the largest startin...
- Wed Dec 31, 2014 5:22 am
- Forum: Gameplay Help
- Topic: A few new questions
- Replies: 11
- Views: 7528
A few new questions
1. Is there a way to see the range of weapons or turrets? I mean, get it visually displayed on the screen, as radius-circle? 2. What are the later-game "basic products"? I like to have huge looping belts of the "basics" that my Assembly Machines can take from. But for obvious rea...
- Sun Dec 14, 2014 8:12 am
- Forum: Gameplay Help
- Topic: Building the belt-fed Gun Turret perimeter?
- Replies: 4
- Views: 2602
Building the belt-fed Gun Turret perimeter?
I have this factory I'm building, which I haven't looked at at all in about 10 days. It's going nicely, making red and green magic potions, and turrets, ammo and basic belts, and I'm inventing lots of stuff. But the aliens keep attacking me, so I want an automated defence. I've opted for making a hu...
- Fri Dec 05, 2014 10:37 am
- Forum: Ideas and Suggestions
- Topic: Fast and/or Custom Game Starts
- Replies: 13
- Views: 3917
Re: Fast and/or Custom Game Starts
I've begun to skip the starting game phase, by using console commands to gift a bunch of items to me, such as Metal Plates, Copper Plates and Coal, and a few others. Then I just go right to making a Steam Engine and some Boilers, then regular Electric Mines, skipping the startup Burner Mine phase. T...
- Thu Nov 27, 2014 4:08 am
- Forum: Gameplay Help
- Topic: Insert crafting jobs at front of queue
- Replies: 6
- Views: 2633
Re: Insert crafting jobs at front of queue
My impression is particularly supported by the fact that Science Pack 2, the green ones, requires Standard Belts and Electric Inserters. Those two items are massively required when adding to one's factory, and clearly the intent is to strongly discourage manual crafting of Green Packs.
- Tue Nov 25, 2014 4:38 pm
- Forum: Implemented Suggestions
- Topic: Changes to map generation and "world type" setting
- Replies: 5
- Views: 3419
Re: Changes to map generation and "world type" setting
2. Change the map generation so that it doesn't have a strong preference to create several lakes and put the player right in the middle where there isn't enough room to actually build a factory. The surrounded-by-lakes things could actually be nice, if the area was about 5-15 times larger. But as i...
- Tue Nov 25, 2014 5:16 am
- Forum: Gameplay Help
- Topic: Insert crafting jobs at front of queue
- Replies: 6
- Views: 2633
Re: Insert crafting jobs at front of queue
I'm not trying to be a smartass here, but I think the proper solution is to use an assembler. I think player crafting is intended to be inconvenient and used as a last resort. That's my impression as well. That the designers deliberately made manual crafting difficult and cumbersome, because you're...