Search found 305 matches
- Wed Jun 02, 2021 6:38 am
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2835
Re: Map Laser Turret Color Red
It is a minor issue but yes, it is practically the same color as enemies. Just make it bright yellow (but maybe not orange since the flamethrower has that), or pink, or a more broken red, add in some blue tint... almost anything is better. Whatever generic player entity color would be better too, ra...
- Sun May 30, 2021 6:27 pm
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6273
Re: The Dark Fortress
Ok, first impressions of the gameplay itself: I got attacked the first time at 20-30 minutes by a wave of 3 tanks , each with cannon shells, which is virtually undefendable this early (juking shots is possible but extremely difficult, you could plausibly exhaust their ammo) but even if I could, I wo...
- Sun May 30, 2021 5:47 pm
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6273
Re: The Dark Fortress
Thanks for looking into it! It still gives me some errors, but less. Items and techs related to miner vehicles prominently. I'll assume these aren't problematic anymore though. Also another thing, parts of the map start out explored: there's a long curving path, as if someone ran outward from the sp...
- Sat May 29, 2021 6:27 am
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6273
Re: The Dark Fortress
This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll try to do that as well. Edit: I do get a lot of removed entities (bottleneck stoplight, vehicle miner...), recipes and items when starting it up. Is...
- Thu May 27, 2021 8:27 pm
- Forum: General discussion
- Topic: Can there ever be a full 3D rendered Factorio?
- Replies: 14
- Views: 9557
Re: Can there ever be a full 3D rendered Factorio?
You have to do incredible amounts of optimization to get a 3D game that looks great and runs great. Other similar games, like Dyson Sphere Program, sort of gets around part of this by having small, spherical planets so you don't have to render all the graphics at once, but that wouldn't work for Fac...
- Thu May 27, 2021 7:42 pm
- Forum: Energy Production
- Topic: 2x2 easy nuclear with self-regulation, no bots
- Replies: 2
- Views: 2864
Re: 2x2 easy nuclear with self-regulation, no bots
Feels a bit excessive on the steam storage, but otherwise it seems like quite a cute, neat build. Might add it to my repertoire.
- Thu May 27, 2021 7:04 pm
- Forum: Technical Help
- Topic: Steam Sync fucks internet connection
- Replies: 10
- Views: 6744
Re: Steam Sync fucks internet connection
Saves can sometimes go up to like 100 megabytes, which could take quite a long time to upload to Steam cloud on a slower connection, especially with the autosaves. My biggest worlds are around 80 MB, for some reason the tower defense scenario saves are reaching 200 MB. I've disabled Steam sync since...
- Wed May 12, 2021 11:59 am
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3222
Re: Red train signal set by circuit only has 1000 penalty?
I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
- Mon May 10, 2021 11:38 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3222
Re: Red train signal set by circuit only has 1000 penalty?
I've been testing adding extra red signals and it's a huge hassle to add it to everything if your stations don't have the exact same rail shape at the entrance. The chained signals require multiple different circuit conditions as well... I cannot simply disable stations with circuits to work around ...
- Mon May 10, 2021 7:35 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3222
Red train signal set by circuit only has 1000 penalty?
I finally encountered this problem when using trains. So, as we know, When [a] rail block is guarded by a rail signal set to red by the circuit network -> Add a [path finding] penalty of 1000. Why is this penalty only 1000 again? Wouldn't you almost always want for a red-signaled path to be extremel...
- Fri Apr 16, 2021 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Make biter aiming harder to trick
- Replies: 10
- Views: 2397
Re: Make biter aiming harder to trick
The old projectiles were homing ("perfect hit") and back then you only had a very narrow window to dodge them by outrunning them, only accessible if you were really fast. They probably did away with them for a reason. Not to mention the current spit pools are so boderline overpowered that ...
- Mon Mar 22, 2021 1:55 am
- Forum: Gameplay Help
- Topic: Isolated power networks and laser sentry turrets
- Replies: 4
- Views: 2007
Re: Isolated power networks and laser sentry turrets
I played around with 0 drain laser walls for a bit a while ago, based on https://forums.factorio.com/viewtopic.php?f=193&t=69537 by Qon, and made a few changes myself, but the gist is, afaik, that the accumulator will drain yes and you need a way to maintain a certain charge level on it. Qon's s...
- Sat Mar 06, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4230
Re: Fluid System - multiples
Connect pumps directly to tanks and the difference in pump speed will be tremendous (provided the pump has enough fluid flowing to it to even pump). The two main rules with flow rates and tanks are: place a pump directly before the tank and directly after the tank. Otherwise the pipe connection betw...
- Mon Feb 22, 2021 9:54 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 32966
Re: Dyson Sphere Program
Well that was a good 60-70 hours playthrough to finish the primary goal. I stand by my original post, though I wanted to note that I may have been lucky with my spawns, I'm not sure. To answer some questions: For example, while you get many of Factorio's power armor features for free at the start an...
- Mon Feb 22, 2021 5:10 pm
- Forum: Show your Creations
- Topic: Space Exploration Nauvis Mall
- Replies: 13
- Views: 54629
Re: Space Exploration Nauvis Mall
Looks pretty neat. Mine ended up being huge because I made almost everything from plates at-site and it didn't even have everything (and I later expanded it into specialized production for motors and so on).
- Fri Feb 19, 2021 2:19 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 32966
Re: Dyson Sphere Program
I think it's a great game. Worth trying unless you're really offput by it for some reason. It plays a bit differently, but obviously there are a lot of similarities to Factorio. To me it seems clear the creators were very inspired by Satisfactory - whether you see that as good or bad - but it sort o...
- Tue Feb 02, 2021 3:17 pm
- Forum: Ideas and Suggestions
- Topic: New infinite research
- Replies: 20
- Views: 5203
Re: New infinite research
I think these could all be viable and it's a concept I've been thinking about too. Research productivity and inventory size can be tricky to implement well, but the rest are pretty straightforward. I also thought about things like structure (wall?) HP, belt speed, but I never tried these since they ...
- Tue Feb 02, 2021 3:01 pm
- Forum: General discussion
- Topic: Poll for strategies to power your equipment grid
- Replies: 24
- Views: 7149
Re: Poll for strategies to power your equipment grid
I would have a hard time saying the system's design is perfect, but it is good. Unless you exclude things like "diversify options." As for solar, I use it when I can't yet get PFR. If I can get PFR it is essentially always better. That is its whole design principle. Oh, on a related note f...
- Sun Jan 31, 2021 8:54 am
- Forum: Ideas and Suggestions
- Topic: Menuing
- Replies: 6
- Views: 1475
Re: Menuing
Crafting menu tabs I guess?
- Sun Jan 31, 2021 8:51 am
- Forum: Balancing
- Topic: Acid pool stack
- Replies: 21
- Views: 7127
Re: Acid pool stack
^ The only thing that makes acid pools worse is their poor visibility in terrain!