Search found 2416 matches

by BlueTemplar
Tue Sep 04, 2018 5:49 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

Personally, there should be a tick option to set Uranium or/and Oil to be in the starting area. Not in large quantities but e.g. enough to make some initial red circuits for required blue science tech like Advanced Oil Processing. I always run for that one as the very first thing. Heh, you must not...
by BlueTemplar
Mon Sep 03, 2018 3:23 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

The "purist" setting seems to completely remove the "cheated" starting area - it's about everything, rather than just oil & uranium !
by BlueTemplar
Mon Sep 03, 2018 3:19 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 204492

Re: ModMyFactory - mod manager and more

Thanks, I ran into that issue when trying to duplicate and fix https://mods.factorio.com/mod/autofill
(But I thought that it was an issue with Factorio itself??)

EDIT : Never mind, modpacks...
by BlueTemplar
Mon Sep 03, 2018 10:28 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

PacifyerGrey wrote:To sum this up - I would be really greatful if one makes it into the game for the whole map (as an option if you will).
It's right there, as a checkbox !
by BlueTemplar
Mon Sep 03, 2018 8:12 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

I feel like there should be some setting that is "place patch in starting area" that is by default off. This also would allow mod-makers when they make new resources to specify if it was a starting resource or not. Generally my mind is that for kids and people who use factorio to chill, s...
by BlueTemplar
Sun Sep 02, 2018 11:16 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

It's a pain to have to explore from the moment the biters can stop tanks so no way that feature isn't going to be annoying people who got past the big biters. Use nukes (also gets rid of all this extra uranium that you're complaining about! ;) ) and/or artillery ? sidenote: There is although one th...
by BlueTemplar
Sun Sep 02, 2018 11:15 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

PacifyerGrey wrote: The thing is that you will never look at the map while moving your sliders :)
Why not ?
Image
by BlueTemplar
Sun Sep 02, 2018 11:15 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

Please, rethink the "no oil in starting area" part... I enjoy destroying biters and I love trains, so I don’t mind expanding to find the first oil patch. However, it really does suck when you get a really bad roll and get a nearly unplayable game. I have started blind generating death wor...
by BlueTemplar
Fri Aug 31, 2018 9:10 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

The generation changes are welcome, but not quite as frustrating issue as the UI itself. We need the dropdown lists gone, they're far too slow for changing a hundred different setting. Replace with something like 5 grouped buttons each. OR additionally add to the top a dropdown which sets all the v...
by BlueTemplar
Fri Aug 31, 2018 9:10 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

irbork wrote:I love how in the last picture of the map there is no oil in the starting area and no oil outside as well :twisted:
There is ? Zoom in the picture !
by BlueTemplar
Fri Aug 31, 2018 3:42 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

MY biggest complaint about the current map generator and why it sucks, is the Mess high water settings does to a map. What I want to see is Huge bodys of water around large land masses like you see in the older map generator, not this unusable swamp we get now. After that is fixed I feel like the c...
by BlueTemplar
Fri Aug 31, 2018 3:40 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

It is good to see the map generator worked on. However, I'm not convinced that having absolutely no oil in the starting area is going to be a good idea, given how early in your research chain oil will be needed (basically, as soon as blue research becomes a must). Players unhappy with this will gra...
by BlueTemplar
Fri Aug 31, 2018 3:39 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

Rinin wrote:What about starting areas for multiplayer? It seems it'll be even harder to generate balanced start for 2 players.
Why wouldn't it scale to N starting areas for N players ?? (If those are not teamed up of course...)
by BlueTemplar
Fri Aug 31, 2018 10:36 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

Concerning the spawning of trees... I can disable my life long enemies. However, you can't play the game this way : you can't power your first lab ! If only we had a pole or something to start with when there is no tree nearby :/ Yeah, it's an issue with Alien Biomes too... I have an easy fix : sta...
by BlueTemplar
Fri Aug 31, 2018 10:12 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

Much more predictable starting area resources that don't overlap each-other and are not covered by water. Maybe I haven't understood it properly, but from the screenshots it seems like this goal hasn't been achieved ? It seems from the screenshots that while you're guaranteed to have all of the res...
by BlueTemplar
Fri Aug 31, 2018 10:04 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59898

Re: Friday Facts #258 - New autoplace

I have to say, I have ONE major downside to the current decision. Specifically that of no oil in the starting area. It doesn't seem like a decision, rather fixing a bug, since oil (and uranium) were never intended to be in the starting area in the first place ? I think that should be an option to e...
by BlueTemplar
Thu Aug 30, 2018 7:18 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314136

Re: [MOD 0.13.17+] Rampant - 0.16.32

Ok, thanks for a quick answer !
by BlueTemplar
Thu Aug 30, 2018 10:16 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314136

Re: [MOD 0.13.17+] Rampant - 0.16.32

Hello, and thanks for this great mod !

I'm a bit worried about these options, ON by default :
factorio_2018-08-30_12-11-50.png
factorio_2018-08-30_12-11-50.png (62.59 KiB) Viewed 6349 times
factorio_2018-08-30_12-12-24.png
factorio_2018-08-30_12-12-24.png (21.39 KiB) Viewed 6349 times
Are they going to cause problems if I don't have NE ?
by BlueTemplar
Thu Aug 23, 2018 5:58 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 7278

Re: Artillery too powerful even for late game?

Hmm, depends just *how* inaccurate? There's a cost balance there... (Especially with the shells!) Potential for range research decreasing accuracy, and a specific accuracy-increasing research?
by BlueTemplar
Thu Aug 23, 2018 10:10 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46838

Re: Friday Facts #256 - The little things 3

Wackerstamfer wrote:How about make the make the belt immunity part of the exosceleton. When you've reached that tech the belt speed bonus is not that relevant anymore.
Really?
Red (or maybe even blue) belt vs (partially!) solar-powered exoskeleton?

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