Search found 1124 matches
- Wed Dec 22, 2021 10:59 pm
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 17371
Re: best defense?
Sooner or later nests will be created near your defense line … Even worse, it's possible worms are created right outside your turret range but inside their own spitting range, so they will destroy your defense while not being attacked themselves. That is not true if you play on the railworld preset...
- Wed Dec 22, 2021 5:23 am
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 17371
Re: best defense?
hello, what is the best defense? It depends on what you want to optimise: At high enough laser damage and shooting speed research, all you need is a single line of laser turrets. Flamethrower turrets are probably the most efficient in damage per turret and cost of firing. Normal turrets are the eas...
- Wed Dec 22, 2021 4:29 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 29505
Re: Version 1.1.50
I agree: bugs that affect gameplay should be fixed before bugs that no one has heard of are.TaxiService wrote: ↑Tue Dec 21, 2021 6:37 pmwake me up when they fix the rocket silo
- Mon Dec 20, 2021 11:23 pm
- Forum: Videos
- Topic: My name is Bot, James Bot.
- Replies: 3
- Views: 2928
Re: My name is Bot, James Bot.
Wow, this is amazing.
- Sat Dec 18, 2021 12:44 am
- Forum: Questions, reviews and ratings
- Topic: Mod help: Factory planner
- Replies: 1
- Views: 1116
- Mon Dec 06, 2021 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 12006
Re: Slight reduction of rocket launch animation time
I feel like the rocket silo just needs a rework in general: The irritating timings (This topic) The strange power consumption (https://forums.factorio.com/93176, https://forums.factorio.com/78854) The inability to insert more than one inserter hand of fish at a time (https://forums.factorio.com/78854)
- Tue Nov 30, 2021 4:39 am
- Forum: Ideas and Suggestions
- Topic: Improve Basic Circuit Overview
- Replies: 11
- Views: 5685
- Mon Nov 29, 2021 6:10 am
- Forum: Implemented Suggestions
- Topic: Text color at railway stations
- Replies: 10
- Views: 4250
Re: Text color at railway stations
Wasn't there a rich text syntax to set font color? Yes, the wiki article linked above shows how: https://wiki.factorio.com/Rich_text Under "Text modifiers" Syntax: [color=rgb]...[/color] [color=#rrggbb]...[/color] [color=#aarrggbb]...[/color] [color=rgb]...[.color] [color=#rrggbb]...[.col...
- Mon Nov 29, 2021 5:20 am
- Forum: Mod portal Discussion
- Topic: Hall of Fame on the Mods portal
- Replies: 2
- Views: 1301
Re: Hall of Fame on the Mods portal
They could also just add something more specific to the credits. There is already this general message: "One very big thank you goes to the whole Factorio community, namely on the Factorio forums, on Steam, and on Reddit. - They have been testing experimental versions and found many bugs. - The...
- Mon Nov 29, 2021 4:26 am
- Forum: Ideas and Suggestions
- Topic: Improve Basic Circuit Overview
- Replies: 11
- Views: 5685
Re: Improve Basic Circuit Overview
You can always use the PickerDollies mod to help spread things out & make them more readable.
- Mon Nov 22, 2021 12:23 am
- Forum: Minor issues
- Topic: [1.1.5] Rocket silo power inconsistency
- Replies: 1
- Views: 1952
Re: [1.1.5] Rocket silo power inconsistency
Why is the now-removed lamp power consumption not a minor issue (https://forums.factorio.com/100109), but this much larger gameplay changing (when launching space science packs for fish it is impossible to insert more than ten because the rocket will launch without power) bug is considered a minor i...
- Sat Nov 20, 2021 6:20 am
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 63
- Views: 121383
- Sat Nov 13, 2021 2:01 am
- Forum: General discussion
- Topic: Alt-F4 #52 - Fluidic Power Benchmarking
- Replies: 18
- Views: 5493
Re: Alt-F4 #52 - Fluidic Power Benchmarking
IMO it should stay as a mod. I'd rather have more control over electricity from the modding API to reduce the effect of the Electric Network. I'm still thinking of a good modding interface request to make to achieve this, so if anyone has ideas please share :P I think that there should just be an i...
- Tue Oct 19, 2021 11:48 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 183
- Views: 158040
- Tue Oct 12, 2021 10:34 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 38097
- Mon Oct 04, 2021 8:01 am
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 6912
Re: Disable artillery wagon auto-fire when train is in manual mode
There is no need to make the game easier … I constantly have to make sure that he does not start shooting in an arbitrary place, but only where I need it. Yes. This is hard. But we are not looking for easy ways in this game? Factorio is not a game about micromanagement or constant monitoring. Were ...
- Sun Oct 03, 2021 6:38 am
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 6912
Re: Disable artillery wagon auto-fire when train is in manual mode
+1 It seems like everyone wants this, & it can be annoying to have the artillery train required to be far away when you are not ready for it yet.
- Sat Oct 02, 2021 9:58 pm
- Forum: Questions, reviews and ratings
- Topic: Building mode mod
- Replies: 2
- Views: 1442
Re: Building mode mod
I know I can play with larger starting area or put biter evolution low but those are workarounds because I still want biters to level and I'd be too op at certain times if biters are levelling slow the whole playthrough. This does not answer your other question, but for this reason I like to set ti...
- Thu Sep 23, 2021 12:53 am
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 25960
- Wed Sep 22, 2021 7:09 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 25960
Re: Version 1.1.40
Could the server account for the ban reason, the ratio of banned to unbanned players, or employ some other set of criteria to weight bans? Some multiplayer games (especially on modded games where few people ever try to join) will ban every joining player instead of using a password.