Search found 199 matches

by Cribbit
Thu Sep 06, 2018 7:19 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 3751

Re: Laser turrets shouldn't be so spammable

It would be interesting to have a big central laser generator and you have to route the beam using mirrors around your base. All with running into beam kills you and with underground optic mirrors. You could alsl route it into a steam generator optionally. And the turrets would just be autonomous m...
by Cribbit
Thu Sep 06, 2018 1:41 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 3751

Re: Laser turrets shouldn't be so spammable

One could argue that the whole point of Factorio is to spam everything. It's always about "more" and "faster" and dealing with the complexity it brings. I think that's the issue I have right now. There is no additional complexity to adding N + 1 laser turrets. Yes, you need more...
by Cribbit
Thu Sep 06, 2018 1:17 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 7407

Re: Artillery too powerful even for late game?

I think you understimate how overpowered the equivalent late game technologies are. Laser in a power armor with a couple of shield modules let you literally run through biter bases obliterating them where you walk. Shells are expensive and the additional waves of attacks can be difficult to fight, ...
by Cribbit
Wed Sep 05, 2018 6:27 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 3751

Laser turrets shouldn't be so spammable

The lack of supply chain needed for laser turrets means they are incredibly spammable. Nuclear power becomes a tipping point where base defense is as easy as spamming laser turrets everywhere. The lack of supply chain also makes them effectively smaller than gun turrets as you don't need to insert a...
by Cribbit
Tue Sep 04, 2018 1:31 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3833

Re: Dragging power poles should connect power networks

What if I don't want to connect those networks? What if I plan on turning another direction and just slightly overshot? There's going to be a wide variety of valid spots since it's no longer the edge of a circle but an area of its own - what if I I want to place it somewhere specific? It seems much ...
by Cribbit
Mon Sep 03, 2018 12:51 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502710

Re: Simple Questions and Short Answers

00Trollface wrote:How do i stop this from happening
PS its on the photo
Whatever
Please don't take a photo of your screen. Take a screenshot.

If you want help you should tell us more details of what you think the problem is.
by Cribbit
Mon Sep 03, 2018 12:50 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3833

Re: Dragging power poles should connect power networks

I am actually a programmer. What I wrote was something I had already made sure could be implemented, basically using the existing logic. Can you articulate that logic? I don't want dragged poles dropping in random locations because it happens to be near an existing network and would cover an entity...
by Cribbit
Sat Sep 01, 2018 8:57 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3833

Re: Dragging power poles should connect power networks

Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually. No, it is not impossible to fix. I outlined in my post how to fix it. You wrote sentences in english. There is a wide gap between tha...
by Cribbit
Sat Sep 01, 2018 8:56 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7907

Re: Enemies +

Biter intelligence would be so demanding that scripting can not handle it in reasonable time. It should be hard coded in game to be effective. Clever biter mods seems to be very home made tricks and I do not find them much more interesting. Have you ever actually tried modding? Have you ever actual...
by Cribbit
Thu Aug 30, 2018 3:02 pm
Forum: Ideas and Suggestions
Topic: Set fire to oil wells
Replies: 8
Views: 3094

Re: Set fire to oil wells

Still, putting an oil patch on fire is a nice idea. It would produce tons of pollution and attract biters, which would be actually useful in certain scenarios. :-) Not useful for anything in the base game though. Why would someone want to kill an oil patch? If it's something in modded gameplay, why...
by Cribbit
Thu Aug 30, 2018 2:59 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7907

Re: Enemies +

It sounds good on paper that biters should be smarter about where they attack. If you have a far away base connected via rail/power lines, they should probe to attack the undefended sections. It sounds good on paper that biters should form larger groups to have an overwhelming attack. However, all t...
by Cribbit
Mon Aug 27, 2018 6:39 pm
Forum: Outdated/Not implemented
Topic: Key to fill in ghost
Replies: 11
Views: 25718

Re: Key to fill in ghost

steinio wrote:Doesn't pressing Q over the ghost selects the item?
Just needs to be placed afterwards.
And you can use autohotkey to make this a one button action.

That said, it would be nice to see in the game directly. And perhaps another to fill all ghosts in range that you have buildings for.
by Cribbit
Mon Aug 27, 2018 5:21 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7907

Re: Enemies +

What strategy should they have then?

At a certain point in the game players will just build dozens of laser turrets at every possible edge. There's no strategy from either side.
by Cribbit
Mon Aug 27, 2018 2:19 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3833

Re: Dragging power poles should connect power networks

https://youtu.be/oq2wEZS120c for easier viewing The issue isn't that it thinks the miners already have power. Dragging is pretty simple logic - as soon as you're at edge of range of all power poles, drop another pole. Unfortunately this edge case is impossible to fix without breaking it entirely. Yo...
by Cribbit
Mon Aug 27, 2018 2:15 pm
Forum: Ideas and Suggestions
Topic: Mnemonic shortcuts for items
Replies: 3
Views: 1271

Re: Mnemonic shortcuts for items

Problems The biggest ergonomic problem is that long shortcuts are best used with both hands, which means a player will have to move their right hand between the mouse and the keyboard. Also, integrating that with mods and keeping all mnemonics unique will be a PITA. How to solve both of those: Allo...
by Cribbit
Mon Aug 27, 2018 2:04 pm
Forum: Ideas and Suggestions
Topic: Plant and grow trees
Replies: 9
Views: 4124

Re: Plant and grow trees

WeirdConstructor wrote:In b4 someone explains there is a mod for that... I like the idea however, and when I started playing Factorio some weeks ago I wanted to do exactly that. That and put pollution filters into the smelters.
Pollution filters exist, they're called efficiency modules.
by Cribbit
Mon Aug 27, 2018 2:02 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7907

Re: Enemies +

I view enemies in the game right now as a good baseline. There are mods that make them much more difficult if you want that. There are also plenty of players that turn enemies off entirely. I think the devs are correct to focus more of their time on normal gameplay than enemies. Enemies exist so tha...
by Cribbit
Mon Aug 27, 2018 2:00 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 7907

Re: Enemies +

I don't think we need more types of enemies, however they would improve by having a less dumb AI. Could Factorio potentially have several enemy AI algorithms build in as a game setting, including the current one and the one from the mode? My ideal enemies are peaceful when I don't touch them, but s...
by Cribbit
Mon Aug 20, 2018 2:04 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 7407

Re: Artillery too powerful even for late game?

I think you understimate how overpowered the equivalent late game technologies are. Laser in a power armor with a couple of shield modules let you literally run through biter bases obliterating them where you walk. Shells are expensive and the additional waves of attacks can be difficult to fight, s...
by Cribbit
Thu Aug 16, 2018 6:01 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 36
Views: 6428

Re: Always use 3 s.f. when showing shortened numbers

Rendering individual letters different sizes has a large amount of overhead and code complexity since each new letter size needs to be prepared as a font before it can be rendered. Meaning: different sized letters is not likely to ever happen. When I've run into this I've created a font that artifi...

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