Search found 2416 matches
- Fri Feb 22, 2019 7:25 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155418
Re: Friday Facts #283 - Prepare to Launch
One question though. Since silo size is changed, what will happen with it when converting 0.16 save to 0.17 ? Since it just got one row (or is that column?) smaller, I guess that the worst case scenario would be that your inserters/power grid won't "connect" anymore on one side... (until ...
- Fri Feb 22, 2019 6:09 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155418
- Fri Feb 22, 2019 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 9334
Re: Player Power Curve vs Biter Power Curve imbalanced
Huh, looks like that spawners actually work a bit like this - but in an opposite way ! I think options for biter difficulty should be available just like the terrain options when creating a map. There are just some things that mods can't fix.. like pollution behavior. The ability to tweak how much p...
- Fri Feb 22, 2019 11:07 am
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 9342
Re: I Miss Alien Artifacts!
Not that they're no longer a threat (Though you do get better over time in destroying these buggers), but their genocide feels less of use... On default settings you MUST barricade your base from them and you MUST claim land from them or you will lose. Well, on default settings they become very eas...
- Fri Feb 22, 2019 10:58 am
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 9342
Re: I Miss Alien Artifacts!
Active hunting for alien nests could be automated (if that was developement goal) but what would be the point of enemies at all if you could just send some robots to destroy closest nest and negate need for any defence perimeter you build by the time of getting these robots? I believe that was the ...
- Fri Feb 22, 2019 8:32 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod request] No power distribution (challenge mod)
- Replies: 4
- Views: 904
Re: [Mod request] No power distribution (challenge mod)
If you're interested in challenges like this, why not instead try to play without any power lines ?
- Fri Feb 22, 2019 8:24 am
- Forum: Mod portal Discussion
- Topic: Issue uploading new release of a mod
- Replies: 18
- Views: 4758
Re: Issue uploading new release of a mod
It's not uncommon to have separate mods for higher resolution graphics (or heavy audio files) :
Alien Biomes for instance
Alien Biomes for instance
- Thu Feb 21, 2019 9:07 am
- Forum: Technical Help
- Topic: [0.16.51] OS Freeze - forced restart
- Replies: 5
- Views: 1648
Re: [0.16.51] OS Freeze - forced restart
I kind of doubt that he has Steam installed on his work PC ?
- Thu Feb 21, 2019 9:01 am
- Forum: Ideas and Suggestions
- Topic: Adjustable roboport range
- Replies: 6
- Views: 2764
Re: Adjustable roboport range
There are many situations where it could be useful to prevent bots from repairing/(re)placing things :wobbycarly wrote: ↑Tue Jan 29, 2019 4:20 amI don't see any benefits in adjusting the building range.
for instance situations where it would be a bit too expensive to replace the killed bots (and whatever they could be carrying).
- Thu Feb 21, 2019 8:42 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35157
Re: Did no one else notice massive nerf of tank in 0.17?
Uh, what do you mean by "confirmed" ?
EDIT : never mind, this is not a mine thread.
EDIT : never mind, this is not a mine thread.
- Wed Feb 20, 2019 6:49 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35157
Re: Did no one else notice massive nerf of tank in 0.17?
I survived this :
(IIRC, I didn't even lose that many bots, as biters tend to target you preferentially.)- Wed Feb 20, 2019 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 9
- Views: 4358
Re: Make difficulty based achievements
https://wiki.factorio.com/Achievements Enabling peaceful mode or setting enemy bases to anything lower than default disables the following achievements: There is no spoon, No time for chit-chat, Raining bullets and Steam all the way. [...] In multiplayer, achievements can only be earned if the playe...
- Wed Feb 20, 2019 6:35 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84505
Re: Friday Facts #282 - 0.17 in sight
Loving the development ways of Factorio. Is it just my imagination or Factorio is acquiring more and more similarities to the first StarCraft? Would love to play StarCraft on Factorio map, though. Or a symbiosis of both games taking landscape+automation from Factorio and unit controls + fight mecha...
- Wed Feb 20, 2019 2:48 pm
- Forum: Balancing
- Topic: Production deadlocks
- Replies: 14
- Views: 5947
Re: Production deadlocks
Indeed.
IMHO Storage Tank - Pump linking via control wire should be one of the game start "Tips & Tricks" !
IMHO Storage Tank - Pump linking via control wire should be one of the game start "Tips & Tricks" !
- Wed Feb 20, 2019 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 9
- Views: 4358
Re: Make difficulty based achievements
For the shinny reward part, achievements are completely moddable if I'm not mistaken. Not necessarily modded yet, but definitely moddable (a mod request could help). Did I ever say this suggestion topic is for the vanilla game only? Modders, feel free to implement a solution to this. The "Idea...
- Wed Feb 20, 2019 2:31 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35157
Re: Did no one else notice massive nerf of tank in 0.17?
I agree fully about the issues with the tank durability, but I'd like to add that you can actually "increase" it dramatically by using repair bots - though that does require to stand still (or maybe move very slowly?). Also, stunning/pushing biters with Discharge Defense helps a lot ! (So,...
- Wed Feb 20, 2019 1:58 pm
- Forum: Mod portal Discussion
- Topic: Issue uploading new release of a mod
- Replies: 18
- Views: 4758
Re: Issue uploading new release of a mod
I know (- not a single device though? -), that's why the P in ASAP.
Not necessarily useless though - depends on how well it can be decoded in software !
Not necessarily useless though - depends on how well it can be decoded in software !
- Wed Feb 20, 2019 11:00 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316509
Re: [MOD 0.13.17+] Rampant - 0.16.41
Not sure if relevant, but IIRC there's also a kind of attack that only happens over 4% evolution...
- Wed Feb 20, 2019 10:56 am
- Forum: Mod portal Discussion
- Topic: Issue uploading new release of a mod
- Replies: 18
- Views: 4758
Re: Issue uploading new release of a mod
GIF is only smaller than 8-bit PNG on icons, due to GIF's more efficient palette definition. On larger 8-bit images PNG's superior compression wins. Never use GIF, it is inferior to PNG for static images and inferior to MP4 for animations. Not even for small animations like these ? => :lol: (Though...
- Tue Feb 19, 2019 11:07 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Player Transport Shuttles
- Replies: 4
- Views: 939
Re: [Idea] Player Transport Shuttles
AFAIK planes are still vulnerable to ranged attacks ?
(With various effects on "crash".)
And I know that they have been automated by some people (using AAI), for cargo transport only maybe ?
(With various effects on "crash".)
And I know that they have been automated by some people (using AAI), for cargo transport only maybe ?