Completely right. It is supposedly being worked on for 0.17... which I think I read will be around December.
Until then your best bet is to look for the few good maps that people have found.
Search found 1161 matches
- Mon Jul 30, 2018 6:05 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 104873
- Mon Jul 30, 2018 5:06 pm
- Forum: Implemented in 2.0
- Topic: [0.16.51] Lost/lazy bots
- Replies: 23
- Views: 6956
Re: [0.16.51] Lost/lazy bots
This sounds to me like my suggestion to have an indicator to show if any bot is out of the personal roboport. Not quite. It is more than that. It is about fixing things so that bots won't leave at times when it is clearly undesirable (a train moving at max speed is an extreme example and easy to gr...
- Mon Jul 30, 2018 5:03 pm
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13641
Re: Remove robot charging cheat
Koub and mrvn, it seems that we circle back to what happens after we already beat the game. The first time through we haven't seen anything better yet, so even the cheesy early bots seem cool. But once you got as far as launching a satellite (or a few hundreds) and you start a new game, the bots now...
- Mon Jul 30, 2018 10:47 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31964
Re: Aren't construction bots available too late?
I'm always playing with the bluebuild mod (similar: nanobots). This automates building ghosts or deconstructing things that are within the players reach. That basically gives you a mini personal roboport from the start. So I really don't feel it when it takes a long time to research construction bo...
- Mon Jul 30, 2018 10:36 am
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13641
Re: Remove robot charging cheat
BTW, I really appreciate this thread. It clued me to the existence of the cheat and I have been abusing it since.
It removes a lot of the annoying drudgework that would otherwise make a 2nd or 5th play-through annoying. Long live the cheat!!!
It removes a lot of the annoying drudgework that would otherwise make a 2nd or 5th play-through annoying. Long live the cheat!!!
- Mon Jul 30, 2018 10:31 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31964
Re: Aren't construction bots available too late?
As you said, the most valuable resource is time. ... Now, I don't necessarily mind the early pre-bot game, it's the repetitive tasks that I can't stand. This hits the issue squarely on the head, and determines the replayability of the game. Doing the repetitive tasks when you are new is good, it he...
- Mon Jul 30, 2018 10:04 am
- Forum: Gameplay Help
- Topic: How to turn cliffs off by default ?
- Replies: 7
- Views: 2873
Re: How to turn cliffs off by default ?
It is not too hard to change map options before generating the map. Buuuut... perhaps you indirectly hit what could be a powerful - and probably easy to implement - suggestion for enhancement: - In the map generation options screen add two buttons:. "Save these settings as the default" and...
- Mon Jul 30, 2018 9:47 am
- Forum: Gameplay Help
- Topic: Lazy bot syndrome. Bug or feature?
- Replies: 33
- Views: 7736
Re: Lazy bot syndrome. Bug or feature?
it's been moved to suggestions so maybe it will get the attention it deserves That is excellent, it is an issue that really interferes with gameplay. Personally, I only have one more game to go after the one I am on to be done with achievements (except for the speed ones that I am not going to both...
- Sun Jul 29, 2018 4:50 pm
- Forum: General discussion
- Topic: Best Factorio feature
- Replies: 15
- Views: 5277
Best Factorio feature
This is a bit of a "thank you" thread. Post here whichever single feature of Factorio you find the most valuable, or is your favorite. For me, it is the auto-save . For example, today after playing for a couple hours I picked up my laptop, the mouse slipped... and I have no idea how (proba...
- Sun Jul 29, 2018 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Check for vehicle speed before releasing personal robots
- Replies: 12
- Views: 4706
Re: Robots shouldn't jump out of speedy trains
I agree, robots shouldn't jump out when moving too fast. Currently I am having quite a fun game with Mods "Helicopters" LOL, you don't need a helicopter or a train to have this problem. Just try sticking some exoskeletons in your power armor before you've researched enough drone speed upg...
- Sun Jul 29, 2018 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Personal construction robots leave w/ construction materials
- Replies: 4
- Views: 1806
Re: Personal construction robots leave w/ construction materials
+1 - Bots should not launch if the player is moving faster than they can follow. - Bots should not launch without the necessary materials. - Bots should not be assigned jobs unless they are in the player's inventory. It is beyond stupid to assign a job to a bot that is out of charge and 10 minutes a...
- Sun Jul 29, 2018 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Change behavior of lost construction robots
- Replies: 2
- Views: 1985
Re: Change behavior of lost construction robots
I think the biggest part of this problem is that bots get assigned jobs even when they are too far to do them. Also, they often launch when undesired (i.e.: when you are moving too fast for them to catch up).
- Sun Jul 29, 2018 2:05 pm
- Forum: Implemented Suggestions
- Topic: Ghosts prior to researching construction bots
- Replies: 8
- Views: 4228
Re: Ghosts prior to researching construction bots
I keep a library of single item blueprints, so that I can place a ghost of something I have not yet researched in my current play-through. For example, roboports, blue tracks, concrete, etc.
That way I can place blueprints of anything I can't yet build.
That way I can place blueprints of anything I can't yet build.
- Sun Jul 29, 2018 2:00 pm
- Forum: Ideas and Suggestions
- Topic: construction robots, personal roboport, bad launch decisions
- Replies: 3
- Views: 1579
Re: construction robots, personal roboport, bad launch decisions
Agreed, the current decision to launch logic is pretty bad. - If the player is moving faster than a robot can follow the robot should simply not launch. - If the personal bot is too far to do the job, it should not be assigned to do the job, as it can sometimes take well over 10 minutes for the robo...
- Sun Jul 29, 2018 1:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.12] Construction robots should grab first, then go
- Replies: 7
- Views: 2202
Re: [0.15.12] Construction robots should grab first, then go
Robots should charge, pick up and deliver items while "inside the roboport" not floating around. Also, they should be blocked from launching if you are currently moving faster than they can move. Why? Because as someone very well described it in another thread, it is "well beyond stup...
- Sun Jul 29, 2018 1:35 pm
- Forum: Outdated/Not implemented
- Topic: Remove robot charging cheat
- Replies: 23
- Views: 13641
Re: Remove robot charging cheat
Bots should not leave when you move faster than them. Or maybe even more than half their speed. It's beyond stupid for bots to leave you while you are racing around in a train . It's still annoying when walking somewhere. It's deadly (for the bots) while running away from aliens. Absolutely. I woul...
- Sun Jul 29, 2018 1:16 pm
- Forum: General discussion
- Topic: Challenge: Generic max-speed train unload
- Replies: 80
- Views: 42854
Re: Challenge: Generic max-speed train unload
Well, there was the "average player" limit. And circuits are mostly black boxes, especially to people who've never even tried to use them (==average players). What I meant by "for the average player" was that I would have liked to create a compendium of designs/blueprints that t...
- Sun Jul 29, 2018 12:33 pm
- Forum: Implemented in 2.0
- Topic: [0.16.51] Lost/lazy bots
- Replies: 23
- Views: 6956
Re: [0.16.51] Lost/lazy bots
As a software developer myself I understand that it is not a bug from the strictest technical definition of bug (failure to perform a function as designed). I reported it here because it is a non-trivial flaw that impedes gameplay and there is no category for this kind of problem. Does being moved t...
- Sun Jul 29, 2018 12:15 pm
- Forum: Gameplay Help
- Topic: Lazy bot syndrome. Bug or feature?
- Replies: 33
- Views: 7736
Re: Lazy bot syndrome. Bug or feature?
I have bad news. When I was finally able to make the bug report it got moved to "not a bug". I suspect that devs consider this behavior to be "not a problem" and that players must live with the annoying design flaw. Sorry guys, but it seems like there won't be a fix and we'll hav...
- Sun Jul 29, 2018 12:07 pm
- Forum: Implemented in 2.0
- Topic: [0.16.51] Lost/lazy bots
- Replies: 23
- Views: 6956
Re: [0.16.51] Lost/lazy bots
Curious, moved to "not a bug" without even a reply. Does this mean the devs consider this behavior acceptable and desirable? Seems strange given the consensus in the original discussion thread that it is a problem. Would be good to understand the devs thinking about why this is ",good...