Search found 41 matches

by freeafrica
Fri Sep 11, 2020 11:32 am
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 26799

Re: I can't beat it...

I am just curious, did biter/spitter strength or their evolution get bumped up in the last 6-9 months? I didn't play for a while in the run up to 1.0. Thanks in advance for your replies. I'm a fan of hardcore mode as well, around 4 months ago I've beaten DWM w/ desert / no laser / no solar / no log...
by freeafrica
Mon Jun 22, 2020 2:57 pm
Forum: Show your Creations
Topic: I've beaten the toughest!
Replies: 6
Views: 3615

Re: I've beaten the toughest!

Well fine... Definitely a challenge, but it has some weaknesses. deathworld.jpg Looks weird, how come the bases are that huge around the starting area? Did you modify the deathworld-marathon settings? Btw, does a map seed also include game settings? Gonna give it a go after work! ;] lol, its not ju...
by freeafrica
Mon Jun 22, 2020 12:49 pm
Forum: Show your Creations
Topic: I've beaten the toughest!
Replies: 6
Views: 3615

Re: I've beaten the toughest!

DaveMcW wrote:
Mon Jun 22, 2020 7:16 am
niko19225 wrote:
Sun Jun 21, 2020 10:54 pm
Well fine...
Definitely a challenge, but it has some weaknesses.

Spoiler
Looks weird, how come the bases are that huge around the starting area? Did you modify the deathworld-marathon settings? Btw, does a map seed also include game settings?

Gonna give it a go after work! ;]
by freeafrica
Thu Jun 18, 2020 5:30 am
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 30290

Re: Friday Facts #349 - The 1.0 plan

Do you guys know anything about what will be the scope of Final game balancing in the roadmap ? I'm really curious and hope there will be some adjustments made to energy modules, in normal gameplay they aren't used at all however in deathworld scenarios they are super OP. I've created a scenario for...
by freeafrica
Sat Jun 06, 2020 8:26 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 65916

Re: Friday Facts #214 - Concrete rendering

Leaving the grass there by default is intended by the devs. In 0.18 you can get rid of it by using explosives: https://www.factorio.com/blog/post/fff-343 Thanks for poiting me to the explosive update. It would be nice to have a bigger explosion effect - only on the destroyed decoratives of course. ...
by freeafrica
Thu Jun 04, 2020 5:04 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 65916

Re: Friday Facts #214 - Concrete rendering

Ok, here is an idea. GET RID OF THE GRASS ETC. Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain. Sorry for necr...
by freeafrica
Sun May 31, 2020 2:03 pm
Forum: General discussion
Topic: What are some good ways to make the first ~4 hours of a Factorio game fun?
Replies: 16
Views: 5895

Re: What are some good ways to make the first ~4 hours of a Factorio game fun?

I’ve started so many games of Factorio that I dropped within a couple hours because the beginning is so frustrating. I just don’t like throwing down burner miners and shepherding coal around for more than about 5 minutes. What are some ways you’ve found to either make it faster or fun-er? Everythin...
by freeafrica
Sun May 31, 2020 12:35 pm
Forum: Show your Creations
Topic: I've beaten the toughest!
Replies: 6
Views: 3615

I've beaten the toughest!

I know it's a bit of a clickbait title, but let me summarize the scenario which I've just completed: hardcore, because I've used save/load game functionality only to continue my play, and I've never died during the play-through (this was my 7th try) setting -> deathworld marathon quite big of a dese...
by freeafrica
Sun May 10, 2020 7:11 am
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 13073

Re: Car aligns to cardinal directions

Yeah. As long as it takes, use this mod: Better vehicle control https://forums.factorio.com/forum/viewtopic.php?f=87&t=8976 (Which reminds me to go through all 0.11 mods, that are meanwhile converted :) ) Bumping this rather than suggesting again. Would love to see something like this in base g...
by freeafrica
Sun Apr 19, 2020 9:32 am
Forum: Gameplay Help
Topic: Does pollution affect possible expansion locations?
Replies: 2
Views: 945

Re: Does pollution affect possible expansion locations?

DaveMcW wrote:
Sat Mar 28, 2020 12:15 pm
1. F4 -> show-enemy-expansion-candidate-chunks
2. Yes
ty, that works! ;]
by freeafrica
Sat Mar 28, 2020 9:18 am
Forum: Gameplay Help
Topic: Does pollution affect possible expansion locations?
Replies: 2
Views: 945

Does pollution affect possible expansion locations?

Quote from the Wiki - Enemies#Expansions
This group will search for a suitable spot that's 3-7 chunks away from existing bases.
1. Is it somewhere documented what suitable means (with exact conditions)?
2. If an area is polluted is it still suitable for expansion?
by freeafrica
Tue Mar 17, 2020 6:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 4516

[0.18.13] Character GUI misses `Logistics` tab after upgrade

I've posted this into the release topic, but this seems to be a better place for it: Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` t...
by freeafrica
Tue Mar 17, 2020 6:18 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 25923

Re: Version 0.18.13

Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is already researched. T...
by freeafrica
Tue Feb 18, 2020 10:17 am
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 9
Views: 4330

Re: Make difficulty based achievements

tl;dr; Sorry for necrobump, +1 for this idea (I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.) It would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who likes...
by freeafrica
Tue Feb 18, 2020 10:06 am
Forum: Questions, reviews and ratings
Topic: Is there a mod for one-life-only mode?
Replies: 4
Views: 1562

Re: Is there a mod for one-life-only mode?

I'm looking for a mod which does something similar like: * disables game save/load and only allows continue * displays a "You've lost" message if you die and deletes that game (so you can't continue) I'm also open for ideas, if this is possible to do w/ a mod, maybe I get my hands dirty t...
by freeafrica
Mon Feb 17, 2020 6:17 am
Forum: Questions, reviews and ratings
Topic: Is there a mod for one-life-only mode?
Replies: 4
Views: 1562

Is there a mod for one-life-only mode?

I'm looking for a mod which does something similar like: * disables game save/load and only allows continue * displays a "You've lost" message if you die and deletes that game (so you can't continue) I'm also open for ideas, if this is possible to do w/ a mod, maybe I get my hands dirty to...
by freeafrica
Fri Aug 23, 2019 7:17 am
Forum: General discussion
Topic: [0.17.66] Is death world marathon hard enough? (green-build)
Replies: 25
Views: 13958

Re: [0.17.66] Is death world marathon hard enough? (green-build)

The laser turrets are making it easy after surviving the start phase. Once set up, solar energy is free. So laser turrets are the only defense solution not costing any upkeep. Additionally, they have higher range than normal turrets and don't need any logistics apart from a power line to the next a...
by freeafrica
Fri Aug 23, 2019 2:42 am
Forum: General discussion
Topic: [0.17.66] Is death world marathon hard enough? (green-build)
Replies: 25
Views: 13958

Re: [0.17.66] Is death world marathon hard enough? (green-build)

I've just seen there is a `Balancing` section on the forum, it might make sense to move this thread there? I did not scroll down enough when posting this thread.
by freeafrica
Fri Aug 23, 2019 2:19 am
Forum: General discussion
Topic: [0.17.66] Is death world marathon hard enough? (green-build)
Replies: 25
Views: 13958

Re: [0.17.66] Is death world marathon hard enough? (green-build)

Maybe efficiency module should be rebalanced so that the lowest module in the building would determine the maximum possible reduction ? For instance, with at least one lvl1 module efficiency would be capped at -40%, lvl2 : -60%, and you would need only lvl3's for -80% ? Well, thats an idea as well....
by freeafrica
Thu Aug 22, 2019 5:49 pm
Forum: General discussion
Topic: [0.17.66] Is death world marathon hard enough? (green-build)
Replies: 25
Views: 13958

Re: [0.17.66] Is death world marathon hard enough? (green-build)

Thanks for all the reply guys , I'll try to be as detailed as possible. First of all, this is my map exchange string. There were multiple suggestions how to make the game more diffcult for myself, however I actually like to use what the game offers me and defeat with that toolset. For example , on ...

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