Search found 229 matches

by TGS
Fri Mar 14, 2014 3:03 pm
Forum: General discussion
Topic: Mining Drill Operator Upgrade
Replies: 7
Views: 2337

Re: Mining Drill Operator Upgrade

I think at that point you'd just be better off donating. A higher 'tier' would denote additional reward. But if you simply want to throw more money at them then by all means throw more money at them :P
by TGS
Fri Mar 14, 2014 2:58 pm
Forum: General discussion
Topic: 0.9.3
Replies: 15
Views: 3042

Re: 0.9.3

I share the "stop posting for updates" sentiment. I mean seriously... if you are expecting them to release x.x.x = BUGFREE release then you're going to be asking for a new release indefinitely to fix some bug here and there that you think is critical that really isn't. You know what classifies as a ...
by TGS
Thu Mar 13, 2014 11:38 am
Forum: Ideas and Suggestions
Topic: Factory Designer like a 4x games Space Ship Designer
Replies: 13
Views: 4389

Re: Factory Designer like a 4x games Space Ship Designer

I think this would be very interesting to investigate. Though maybe not to actual implement. The reasoning being very simple. If you implement a system where the customization leads to better design, then any use of the 'base' uncustomized systems actually becomes a penalty. Meaning if you chose not...
by TGS
Tue Mar 04, 2014 6:42 am
Forum: General discussion
Topic: Multiplayer
Replies: 22
Views: 4835

Re: Multiplayer

Actually the tough part of the MP is solving the technical issues (determinism, client synchronization, network communication shenanigans, multiple players on the map, etc.). Then making a PvP or Coop modes will be the same amount of work. I personally think the Coop is better suited for Factorio t...
by TGS
Fri Feb 28, 2014 10:06 pm
Forum: General discussion
Topic: Multiplayer
Replies: 22
Views: 4835

Re: Multiplayer

Hmm I'm not sure why people think 'pvp' is not possible. Sure the 'balance' will be off, but who says games have to be balanced? If you want balance... you and whomever you are going up against should define your own rules and respect them. Simply not letting an opposing player run up and mine your ...
by TGS
Fri Feb 28, 2014 8:37 pm
Forum: Ideas and Suggestions
Topic: Inserter Belt
Replies: 7
Views: 896

Re: Inserter Belt

Yeah, unfortunately I think this would all but negate the need for standard inserters.
by TGS
Thu Feb 27, 2014 9:52 pm
Forum: Implemented Suggestions
Topic: Hotkey bar being actual inventory slots is weird
Replies: 7
Views: 1150

Re: Hotkey bar being actual inventory slots is weird

I think the main issue here is that it's easy to 'lose' things when they autofill on the selection bar rather than going straight to the inventory. So there really should be a non-convoluted option to not allow this behaviour. So only things you specifically put on the selection bar will be there. (...
by TGS
Fri Feb 21, 2014 2:34 am
Forum: Ideas and Suggestions
Topic: zero-cost "planning" placement
Replies: 8
Views: 1974

Re: zero-cost "planning" placement

I think the main issue with the 'ghost image' concept that we have now is that it is actually for a separate purpose. That is for construction robots to (re)build things. So what would be better is to have a separate Ghost mode that is pretty much the same but does not disappear and does not interac...
by TGS
Fri Feb 21, 2014 1:38 am
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 88696

Re: RTS direction

Part of the problem with giving too many offensive things too early then it becomes massively unbalanced and the only way to fix it would be to make the biters harder and in greater numbers. That would become less fun imo.
by TGS
Fri Feb 21, 2014 1:21 am
Forum: General discussion
Topic: Has nothing to do now
Replies: 17
Views: 4171

Re: Has nothing to do now

How about this: make 1000 rocket defences This has no meaning.. not fun. You've kind of defined your own problem, you need to create your own fun at this point. If you are incapable of doing that then yes, the game is no longer going to be fun for you. Go find another game to play until this one ha...
by TGS
Thu Feb 20, 2014 2:02 pm
Forum: General discussion
Topic: Deprecated: Factorio IRC
Replies: 15
Views: 4644

Re: Factorio IRC

If you guys wish to use #factorio that is fine by me, I set it up for that purpose in the first place. I'm happy to give the appropriate people access as well. Nirahiel, I get that you set it up as you thought #Factorio was being squatted on, but it wasn't. And I'm not sure what I was doing at the t...
by TGS
Thu Feb 20, 2014 1:56 pm
Forum: Implemented Suggestions
Topic: Valve [see folloup-thread!]
Replies: 19
Views: 18255

Re: Valve

Just to follow up, after having tested a bit more. A valve is necessarily not needed, you can actually use a pump in place of the 'valve'. It essentially functions the same way with the added bonus that not only can it stop the flow, it can also reverse it. So if you pump x into something you can a...
by TGS
Wed Feb 19, 2014 11:33 am
Forum: Gameplay Help
Topic: [0.9]Clear toolbar filter slot
Replies: 2
Views: 2031

Re: [0.9]Clear toolbar filter slot

AlexPhoenix wrote:How i can clear toolbar filter?
i found how to change it, but cannot clear it.
Control+Middle mouse button for me. Though if that doesn't work, you can consult the controls options.
by TGS
Wed Feb 19, 2014 6:59 am
Forum: General discussion
Topic: Deprecated: Factorio IRC
Replies: 15
Views: 4644

Re: Factorio IRC

Why are there 2 # in the channelname? Just curious :P I think that #factorio was taken already :/ Yeah, someone (can't remember who now) had created #factorio (for factorio, not some other random thing lol) but it wasn't really used, so Nirahiel created the new one so that the topic could be change...
by TGS
Tue Feb 18, 2014 4:26 pm
Forum: Ideas and Suggestions
Topic: Furnace upgrades
Replies: 3
Views: 552

Re: Furnace upgrades

Chop a tree, stick all the unwanted items into a wooden chest. Shoot wooden chest with 'c' until it is destroyed. Tada, you've just gotten rid of them.
by TGS
Tue Feb 18, 2014 4:24 pm
Forum: General discussion
Topic: Blueprints
Replies: 15
Views: 3742

Blueprints

Just a quick question, are there any intentions of letting us export blueprints from a map/save then re-import it when we've unlocked the tech into another save? That would be really awesome.
by TGS
Tue Feb 18, 2014 4:11 pm
Forum: General discussion
Topic: Feedback 0.9
Replies: 58
Views: 10667

Re: Feedback 0.9

I'm actually loving the 0.9 changes. However I must confess, I've now encountered multiple save breaking bugs that mean I think I'm gonna put 0.9 on the shelf for now until those bugs get worked out. I've had three 10-15 hour saves break to where I can no longer load them. Very frustrating. I under...
by TGS
Tue Feb 18, 2014 3:54 pm
Forum: General discussion
Topic: Feedback 0.9
Replies: 58
Views: 10667

Re: Feedback 0.9

I'm actually loving the 0.9 changes. However I must confess, I've now encountered multiple save breaking bugs that mean I think I'm gonna put 0.9 on the shelf for now until those bugs get worked out. I've had three 10-15 hour saves break to where I can no longer load them. Very frustrating.
by TGS
Mon Feb 17, 2014 6:39 am
Forum: Gameplay Help
Topic: Splitting liquids?
Replies: 4
Views: 3832

Re: Splitting liquids?

Is there a way to somewhat evenly distribute liquids? Plastics keep hogging all the petro gas I need for sulfur. As of right now I think the only real solution would be to put a pump on the pipe connected to the plastics plant and use 'r' to reverse it so that 1. No more gas will get to that plant ...
by TGS
Mon Feb 17, 2014 5:57 am
Forum: Ideas and Suggestions
Topic: Climb / jump over pipes
Replies: 22
Views: 4070

Re: Climb / jump over pipes

Interesting idea. Though I think it would have to be a 'slow' climb. IE take a few seconds and have one on each side if you want to be able to climb over from both sides. That way it doesn't completely negate the use of underground pipes. I use them more for giving me a path between piped areas than...

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