You crash landed on an alien planet. To survive, you need to build, to expand. If you do not, the biters will surely kill you, and you will have no chance of building a rocket ship to leave this planet...
Basically, that's the story .
Search found 2335 matches
- Wed Jul 12, 2017 1:56 am
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 8937
- Wed Jul 12, 2017 1:35 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 261644
Re: Just bought the game; What were Your first impressions?
The graphics is kinda "old" but its fine, same for Age of Empires 2, its a good game. I never really thought about the graphics being similar to AoE 2. I guess they sort of are (especially because my PC can't handle HD in Factorio :(), but the comparison is also true in the fact that I've...
- Tue Jul 11, 2017 10:44 pm
- Forum: Technical Help
- Topic: Multiplayer desync issue
- Replies: 5
- Views: 2075
Re: Multiplayer desync issue
You probably want to post this in the bug reports forum.
- Tue Jul 11, 2017 10:42 pm
- Forum: Gameplay Help
- Topic: Space Science Pack
- Replies: 5
- Views: 2728
Re: Space Science Pack
Purple science is done away with in 0.15. Red, green, and blue are still here (there might be some recipe changes in blue, I'm not sure), and there is also gray (military), purple (production) and yellow (high-tech), along with space.
- Tue Jul 11, 2017 6:20 pm
- Forum: General discussion
- Topic: Charge the character from the base
- Replies: 7
- Views: 5046
Re: Charge the character from the base
I'm assuming that the devs think it would be OP. One portable fusion reactor produces 750 kw, and one steam engine produces 900 kw. Charging your power armor would be trivial to your power network, and a few batteries could last you quite a while.
- Mon Jul 10, 2017 3:08 pm
- Forum: Gameplay Help
- Topic: Mods incomplete
- Replies: 2
- Views: 1088
Re: Mods incomplete
You probably want to post this in one of the modding sub-forms if it an issue relating to a mod.
- Mon Jul 10, 2017 3:04 pm
- Forum: Gameplay Help
- Topic: deploy maximum capsules at once?
- Replies: 6
- Views: 2297
Re: deploy maximum capsules at once?
The mod looks good, I was just replying to OP saying "any way to instantly throw max possible capsules?".
- Mon Jul 10, 2017 11:46 am
- Forum: Gameplay Help
- Topic: 0.15 - solar panels & accumulators
- Replies: 34
- Views: 33650
Re: 0.15 - solar panels & accumulators
I would like to do solar panels and accumulators separately, but I can't bear having wasted space (when using substations and roboports), so I used this solar + accumulator design and replaced the 3x3 areas of accumulators in the top left and bottom right with solar panels, which hopefully made it m...
- Mon Jul 10, 2017 11:35 am
- Forum: Gameplay Help
- Topic: deploy maximum capsules at once?
- Replies: 6
- Views: 2297
Re: deploy maximum capsules at once?
I am fairly certain the "instantly" part is what you're not supposed to do. The combat robots have a cooldown for being placed, so I assume that's so you can't quick spam them in combat.
- Mon Jul 10, 2017 3:09 am
- Forum: Gameplay Help
- Topic: switch weapons
- Replies: 2
- Views: 9694
Re: switch weapons
What does your keybinding say? It will not change to a slot without a weapon or (I think) a weapon without ammo.
- Mon Jul 10, 2017 3:07 am
- Forum: This Forum
- Topic: New forum skin
- Replies: 80
- Views: 56081
Re: New forum skin
I can see the cursor fine, but I can't see the little bar which shows where I'm typing. Note: this does not show well on IE 11, but does show on Chrome. Unfortunately, I prefer IE, so I would appreciate a fix.
- Mon Jul 10, 2017 2:55 am
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
I was just about to post this in ideas & suggestions when I came across several things: 1. A developer stated they were removed because they were cluttering up too much screen space. The community wanted them to be re-added, but nothing was done. 2. It was suggested along with a heap of other su...
- Sun Jul 09, 2017 9:18 pm
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
Hmm, I guess that's right.
My main problem now (which perhaps I should post elsewhere) is that there is no in-game info about wall resistances. This is even part of the reason I thought this needed to be balanced. Should I open that as a thread in ideas/suggestions?
My main problem now (which perhaps I should post elsewhere) is that there is no in-game info about wall resistances. This is even part of the reason I thought this needed to be balanced. Should I open that as a thread in ideas/suggestions?
- Sun Jul 09, 2017 9:07 pm
- Forum: General discussion
- Topic: Construction network
- Replies: 8
- Views: 3557
Re: Construction network
Ah, makes sense. Unfortunately, there isn't any really good way to do this .
- Sun Jul 09, 2017 4:02 pm
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
Just noticed what you asked about how it would make the game more fun, and I really think it would just fit in better. Perhaps wall strength could be a research, but that seems OP. I'll ask you this question in response: How does replacing gun turrets with laser turrets more fun? Slow with fast or f...
- Sun Jul 09, 2017 3:56 pm
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
Yes, I know. I was looking at the wiki for the health of some things while I was posting this and noticed it then. Later I checked it wasn't stated in any infoboxes or tooltips. I also know how damage resistance works, but thanks for the explanation anyway .
- Sun Jul 09, 2017 11:44 am
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
Ah, thanks for calculating that. Their effective health is even higher against smaller tiers of biters (due to the flat resistance). I found it interesting (as you stated) that walls have no acid resistance, so if you build a wall without turrets, spitters will do 100% damage to it. Then again, buil...
- Sun Jul 09, 2017 12:20 am
- Forum: General discussion
- Topic: Construction network
- Replies: 8
- Views: 3557
Re: Construction network
There is no very good way to do this, however you can do this to a limited extent with some setup. What you do is, say, if you have part A and part B, you put requester chests in part A for things you want put in part B, then have inserters putting the items from there into passive provider chests. ...
- Sun Jul 09, 2017 12:06 am
- Forum: Balancing
- Topic: Walls have 1/3 health of laser turrets
- Replies: 24
- Views: 8970
Re: Walls have 1/3 health of laser turrets
Hmm, perhaps give the stone wall slightly lower resistances (for example, only, like, 80% fire) and then add a reinforced wall using more stone and iron rods, steel, or cement? My main problems are that: a. their health is lower than turrets, which may make them look weaker at first glance (I didn't...
- Sat Jul 08, 2017 9:37 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 154619
Re: Random Word Association Game
Georgia