Search found 214 matches
- Fri Mar 08, 2019 9:40 am
- Forum: General discussion
- Topic: Was 0.17.7 biters nerfed already?
- Replies: 21
- Views: 6432
Re: Was 0.17.7 biters nerfed already?
I started playing right away in 0.17.0 and didn't find the biters noticeably harder either (discounting the campaign which throws literally thousands of them at you for no good reason). It may have to do with differing play styles. My policy was always to exterminate biter bases inside my pollution ...
- Tue Mar 05, 2019 11:03 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 190162
Re: [MOD 0.16] Upgrade planner
You might be interested in the Construction Drones mod (also made by a dev as it happens).
- Tue Mar 05, 2019 5:28 am
- Forum: Outdated/Not implemented
- Topic: [0.17.2] Tutorial seems very difficult
- Replies: 34
- Views: 9596
- Tue Mar 05, 2019 3:41 am
- Forum: Not a bug
- Topic: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4
- Replies: 7
- Views: 983
Re: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4
It looks to me like you don't actually lose any research progress, you gain all the default research options (some of which are redundant). Clearly this isn't right either, but if you scroll down to the bottom where it shows completed research, the expected campaign-specific stuff should still be th...
- Tue Mar 05, 2019 3:29 am
- Forum: Duplicates
- Topic: [0.17.5] Right-side UI squashed
- Replies: 3
- Views: 750
Re: [0.17.5] Right-side UI squashed
This happens to me when I load a 0.17.4 campaign save too. I also suddenly had all normal (freeplay) technologies available for research. Seems like something off about migration of campaign saves. As far as I can tell it doesn't apply to new campaigns started in 0.17.5 or, fortunately, freeplay gam...
- Tue Mar 05, 2019 2:47 am
- Forum: Outdated/Not implemented
- Topic: [0.17.2] Tutorial seems very difficult
- Replies: 34
- Views: 9596
- Tue Mar 05, 2019 2:43 am
- Forum: Mods
- Topic: REQ: Craft from toolbelt 0.17
- Replies: 4
- Views: 967
Re: REQ: Build from toolbelt 0.17
Ohhhh. When you said "build", I thought you meant "install", for lack of a better unambiguous term. Like the opposite of "mine". But yeah, some kind of quick crafting shortcut would be nice. Only trouble would be that alot of modifier+click combinations are already take...
- Mon Mar 04, 2019 11:22 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 43782
Re: [MOD 0.16] Realistic Electric Trains
That's not electric though...SuperSandro2000 wrote: βMon Mar 04, 2019 10:31 pmI want to join the discussion. I want a V100 cause my dad owns it in 1:120 and I loved it when I was little.
- Mon Mar 04, 2019 11:17 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 35484
- Mon Mar 04, 2019 10:59 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 35484
Re: Version 0.17.5
Upgrade question: I normally use the Windows Zip downloads. Until the updater is working again, is extracting a new version on top of the old an acceptable way to upgrade? Or will this have any weird side-effects?
- Mon Mar 04, 2019 11:30 am
- Forum: 1 / 0 magic
- Topic: [0.17.4] Stuck in NPE, can't craft power pole
- Replies: 3
- Views: 1876
Re: [0.17.4] Stuck in NPE, can't craft power pole
I'm afraid not. I only used one manual save for the tutorial, and I restarted it (without incident) after encountering this, so the auto-saves are probably not from the right play-through either.
- Mon Mar 04, 2019 2:26 am
- Forum: Mods
- Topic: REQ: Craft from toolbelt 0.17
- Replies: 4
- Views: 967
Re: REQ: Build from toolbelt 0.17
You might need to explain this better. I don't understand how that's different from what it already does.
Items can be accessed by pressing 1-9 and 0... if that's what you mean, but that seems pretty obvious, so I donno if you meant something else.
Items can be accessed by pressing 1-9 and 0... if that's what you mean, but that seems pretty obvious, so I donno if you meant something else.
- Sun Mar 03, 2019 8:37 pm
- Forum: Gameplay Help
- Topic: [0.17] Did I get the campaign into an unwinnable state somehow?
- Replies: 5
- Views: 1062
Re: [0.17] Did I get the campaign into an unwinnable state somehow?
Wait, what? That doesn't make sense. Bug report it. Ignore my other explanations. Alright, done . I was starting to suspect a bug, but I had a hard to believing no one else had encountered this before, since I really can't think of anything overly strange I did that could have caused it. Anyway tha...
- Sun Mar 03, 2019 8:29 pm
- Forum: 1 / 0 magic
- Topic: [0.17.4] Stuck in NPE, can't craft power pole
- Replies: 3
- Views: 1876
[0.17.4] Stuck in NPE, can't craft power pole
I'm really not sure how I did this, but as shown in the screenshot I seem to be in an unwinnable state where I can't hand-craft small electric poles, and can't power an assembling machine to make them either... since I don't have small electric poles. I do have wood and copper cable, so that's not i...
- Sun Mar 03, 2019 7:09 pm
- Forum: Gameplay Help
- Topic: [0.17] Did I get the campaign into an unwinnable state somehow?
- Replies: 5
- Views: 1062
Re: [0.17] Did I get the campaign into an unwinnable state somehow?
Can't you change the assembly machine recipe and drop in the ingredients by hand? I could... but it wouldn't do anything because it wouldn't have power... since I don't have any small power poles to connect it with. [Yeah, that's the problem. You can't craft copper cables by hand at this stage. Thi...
- Sun Mar 03, 2019 6:45 pm
- Forum: Gameplay Help
- Topic: [0.17] Did I get the campaign into an unwinnable state somehow?
- Replies: 5
- Views: 1062
[0.17] Did I get the campaign into an unwinnable state somehow?
Not quite sure what happened here. My first time playing the campaign I didn't have this problem, but I decided to replay it to see if I could handle that biter rush at the end any more smoothly, and now it looks like I'm stuck. Campaign.jpg I need to place a small electric pole to power my first no...
- Sun Mar 03, 2019 8:18 am
- Forum: General discussion
- Topic: Car in 0.17 its bonanza
- Replies: 4
- Views: 2139
Re: Car in 0.17 its bonanza
Minor correction: Enemy projectiles do lead. What they don't do is home.
Leading means they aim in front of you, where they expect you to be when it hits.
Homing means the projectile actually chases you.
Leading means they aim in front of you, where they expect you to be when it hits.
Homing means the projectile actually chases you.
- Fri Mar 01, 2019 11:33 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 3185
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
I agree with postponing teaching electricity generation, the reasons given in the FFF make sense. Setting up an electric station is actually one of the trickier things for a new player (I remember having a hard time with it) and at the same time it really isn't as integral to the game compared to au...
- Fri Mar 01, 2019 10:59 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.1] Failed Introduction missing loader instructions
- Replies: 2
- Views: 1066
Re: [0.17.1] Failed Introduction missing loader instructions
I did think it was a bit of an odd decision to use the loaders here, since they're not part of the normal game. I don't see why it couldn't just use inserters.
- Fri Mar 01, 2019 10:52 pm
- Forum: Campaign / Scenario suggestions
- Topic: [not planned] Add a story to Factorio
- Replies: 4
- Views: 1132
[not planned] Add a story to Factorio
One thing I thought was missing from this iteration of the "NPE" was the story. Obviously you're still going with the crash landing motif, it continues to be referenced indirectly, but never does it say "Hey, you just crash-landed on an alien world." I hope you intend to bring th...