Search found 199 matches
- 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...
- 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...
- 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, ...
- 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...
- 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 ...
- 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
Please don't take a photo of your screen. Take a screenshot.00Trollface wrote:How do i stop this from happening
PS its on the photoWhatever
If you want help you should tell us more details of what you think the problem is.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
And you can use autohotkey to make this a one button action.steinio wrote:Doesn't pressing Q over the ghost selects the item?
Just needs to be placed afterwards.
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.
- 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.
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.
- 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...
- 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...
- 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
Pollution filters exist, they're called efficiency modules.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.
- 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...
- 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...
- 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...
- 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...