Search found 360 matches

by dood
Fri Mar 01, 2019 9:09 am
Forum: General discussion
Topic: Game Sounds, LaserT, Worms and Alert
Replies: 29
Views: 4063

Re: Game Sounds, LaserT, Worms and Alert

CDarklock wrote:
Thu Feb 28, 2019 8:49 pm
Jan11 wrote:
Thu Feb 28, 2019 8:48 pm
And please give Laser Towers a sound. It`s horrible that they don`t have one.
Have you ever heard a laser? ;)
https://youtu.be/DwYuHqCwXFI?t=224
by dood
Thu Feb 28, 2019 10:23 pm
Forum: Ideas and Suggestions
Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
Replies: 44
Views: 6421

Re: Please Bring Back Chests and Power Poles as Sources of Fuel

No item beyond the early game is "obsolete".
It makes no sense to gate an official trash bin behind a rocket.
It makes no sense to have specific recycling buildings or recipes just for those couple of wooden chests and poles.
by dood
Thu Feb 28, 2019 9:13 am
Forum: Ideas and Suggestions
Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
Replies: 44
Views: 6421

Re: Please Bring Back Chests and Power Poles as Sources of Fuel

What even is the reasoning behind removing it?
by dood
Wed Feb 27, 2019 8:29 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 219009

Re: Version 0.17.0

All the new things, improvements, etc. are very nice but I thought that there would be keyboard shortcuts for the Tool bar actions: blueprint, deconstruction planner, upgrade planner, toggle personal roboport, toggle exoskeleton, but I cannot find it in the controls. Am I missing something or it is...
by dood
Tue Feb 26, 2019 8:46 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 219009

Re: Version 0.17.0

I am also would like to know how to overwrite the option in the quickbar. So how do I remove or overwrite things in my quickbar now? It'll stay the same no matter what. Mouse click/middle click to clear quickbar slot. That's horrible and needs to change asap. The middlemouse button was only to do s...
by dood
Tue Feb 26, 2019 7:59 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 219009

Re: Version 0.17.0

So how do I remove or overwrite things in my quickbar now?
It'll stay the same no matter what.
by dood
Wed Nov 28, 2018 8:42 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 28355

Re: Underground belt lane splitting, anyone else hate it?

So about that lane splitting thing again? I have over 1000 hours in factorio now and got by perfectly fine without even knowing it exists. This is a pure min-max space efficiency kind of thing. Doesn't matter if it's counter intuitive, if you're down to that level of control, you have hundreds of ho...
by dood
Thu Nov 22, 2018 4:03 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 22868

Re: The Problem With Pickaxes - Digging Out Factorio's Core

Well this all hinges on us agreeing that this is a "betrayal" in the first place for which you gave no compelling reasoning as to why it would be.
Exaggerated, flowery tales are all nice and well but they don't really make good arguments.
by dood
Fri Nov 16, 2018 5:09 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57284

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Why did you insist on one huge megapatch that slams it all in our faces anyway?
Why not add small things such as the hi res laser turrets incrementally so we can focus on this one new thing and have more time catching bugs?
by dood
Mon Nov 12, 2018 4:28 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30108

Re: Friday Facts #268 - The modern Biter

Am I the only one who wants to see more enemies than just biters? Like what for example? How would that change the interaction with enemies in a game in which they are mainly just warning messages, blips on the radar and in which it can take you 10 minutes to reach the point that has been attacked?
by dood
Sun Nov 11, 2018 4:35 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30108

Re: Friday Facts #268 - The modern Biter

Where did that decision to make it cute come from anyway? Were you inspired by something? I've been watching made in abyss lately and it managed to make this thing cute: https://i.imgur.com/7fcCt7y.png So if you want it to be cute, maybe it would help if you designed it to also work as a plush toy? ...
by dood
Fri Nov 09, 2018 11:33 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30108

Re: Friday Facts #268 - The modern Biter

Those are the most moe biters ever.
Subarashi.
by dood
Sun Oct 28, 2018 6:24 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135881

Re: Friday Facts #266 - Cleanup of mechanics

What happened to the idea of making personal bots available earlier?
They're the direct replacement for pickaxes after all.
by dood
Sat Oct 27, 2018 8:00 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135881

Re: Friday Facts #266 - Cleanup of mechanics

Good. You might also want to remove armor durability, it doesn't really serve any purpose since this isn't a don't starve type game in which your breaking equipment forces you to constantly go out and scavange for resources in order to fill declining bars. The final modular armor you'll be sticking ...
by dood
Thu Oct 04, 2018 2:51 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 34964

Re: Friday Facts #262 - Hello my name is: Compilatron

Ah good, less screwy pathfinding for modders.
by dood
Mon Oct 01, 2018 12:51 am
Forum: General discussion
Topic: Minimal on siite sulfuric for uranium mine?
Replies: 11
Views: 4513

Re: Minimal on siite sulfuric for uranium mine?

Doesn't seem worth it.
One train lasts for like 2 hours and once it is set up, you can send it to future uranium mines too whereas all the on-site mumbo jumbo to get acid going is just dead weight to be deconstructed once the uranium is mined out.
by dood
Tue Aug 07, 2018 12:28 am
Forum: General discussion
Topic: I Miss Alien Artifacts!
Replies: 27
Views: 6027

Re: I Miss Alien Artifacts!

Yeah, those things weren't good.
"Loot" doesn't fit this game at all and leads to all kinds of unnecessary problems.
Perhaps you should rethink why you feel the need of some sort of "reward" for killing things.
by dood
Tue Aug 07, 2018 12:24 am
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 12620

Re: The Green Dilemma

It's a good midgame.
by dood
Mon Aug 06, 2018 10:27 am
Forum: General discussion
Topic: [Poll] "No research queue for you"
Replies: 27
Views: 5531

Re: [Poll] "No research queue for you"

No BS "compromises". No "make it an option" or "research the research que and lock it behind tons of research you would love to have had the research que for". No fragmenting the UI over this bs, it should be designed with the que being there always, not sometimes maybe...
by dood
Sat Aug 04, 2018 1:04 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 53850

Re: Friday Facts #254 - No research queue for you

Oh. My god. Just add the que. There is no "joy" in looking at icons and having to click on each one manually. Research IS a to-do list. Sorry but the sparkly fairy dust wears off after playthrough #2 and all you want from that point on is efficiency. Wasn't this game about not having to ba...

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