Search found 148 matches

by Tev
Tue May 23, 2017 2:08 pm
Forum: Balancing
Topic: Restore the flamethrower's glory
Replies: 10
Views: 3141

Re: Restore the flamethrower's glory

So don't just shoot and run away and hope for major damage, stand there and pour it on and the nests will melt. Your idea might be interesting, but factorio combat isn't really about standing. The fact that current flamethrower forces you to stay close to nests should be hint it is pretty weak. I t...
by Tev
Tue May 23, 2017 1:51 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13969

Re: Balance Barreling + Fluid Transport

These threads are so stupid. Any nerf to barrels would make them unusable now. Just stop it with ignoring setup costs ... Harder-setup stuff is better, so what? You want to nerf trains too? EDIT: oh and before some smartass will repeat that stupid claim about resource cost: I'm talking about time sp...
by Tev
Tue May 23, 2017 1:45 pm
Forum: Balancing
Topic: Laser Turret vs. Gun Turret Ballance
Replies: 17
Views: 24003

Re: Laser Turret vs. Gun Turret Ballance

if gun turrets had like 2-3 more range, they would be great the whole game. As it is, 17 range, compared to spitter's 15 range, while it seems like enough, doesn't cover the walls or avoid taking damage. A T2 version, with 18-20 range, and maybe 2-3x as much health, would also work great. Laser tur...
by Tev
Tue May 23, 2017 8:23 am
Forum: Implemented Suggestions
Topic: Option to disable auto-repair by pers. roboport robots.
Replies: 65
Views: 22966

Re: Disable personal bots while moving

Hell no to the OP
ssilk wrote:Besides that: I want to know at every moment how many bots of my PR are outside and about where they are.
Hell yeah!
by Tev
Tue May 23, 2017 8:11 am
Forum: Ideas and Suggestions
Topic: Train Length Lookahead Signal
Replies: 23
Views: 7567

Re: Train Length Lookahead Signal

I agree with ssilk, nothing OP perceives as problem is actual problem in the game. Biggest hassle in redesigning train lengths are existing stations (esp. their waiting bays), which this doesn't even touch. Also, longer trains are super overpowered anyway, why not leave the little hassle about them ...
by Tev
Tue May 23, 2017 8:00 am
Forum: Balancing
Topic: Spawners generate too frequently on any map setting
Replies: 11
Views: 5231

Re: Spawners generate too frequently on any map setting

Tl;drs would be helpful.

From what I skimmed you seem to be complaining about more rare but much bigger biter bases. Sounds like nukes should be super easy to use for you,no?
by Tev
Sun May 21, 2017 9:44 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40625

Re: What programming language Factorio is written in?

None of these script language encourage you to learn to code, that is the point of them, that you don't need much of a clue to use it. Yeah, the point of higher level languages sure isn't ability to write bigger apps sooner and more effectively. Big apps actually don't force you to learn, or code w...
by Tev
Sun May 21, 2017 7:19 pm
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40625

Re: What programming language Factorio is written in?

Ultimately, if you learn using C++, or even C, you'll end up with a far more complete understanding of the principles of programming, and you can rejoice in later being able to move onto almost any other language without much effort. I know only few details of coding in C/C++, but I wonder how well...
by Tev
Sun May 21, 2017 7:13 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6621

Re: Ore gen, there's no middle ground

the rest of the patches are under a million and all spread out all over the place. not even worth the time to set up a train depot at. Use bots. Set up central train station in middle of such area. Dump 1-2k robots into roboports. Make roboport-highways (I use simple big pole with roboports on 2 op...
by Tev
Sun May 21, 2017 1:39 pm
Forum: Balancing
Topic: Why is nuclear fission so underpowered?
Replies: 10
Views: 5130

Re: Why is nuclear fission so underpowered?

I love these people, not trying something but KNOWING FOR SURE how overpowered / useless it is. But OP is still not getting it, he doesn't have to try, he just knows. Because theory and math are perfect, and need no contact with the real world. On the other hand this thread is nice display of failur...
by Tev
Sun May 21, 2017 8:27 am
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40625

Re: What programming language Factorio is written in?

OP Last visited: Sat May 06, 2017 8:34 am Day 15, people continue replying to someone who hasn't been online in two weeks. I think this discussion is helpful for many other people considering programming because of factorio. And considering the player base and their tastes, there are quite many peo...
by Tev
Sun May 21, 2017 8:23 am
Forum: General discussion
Topic: so who's done a Death World?
Replies: 19
Views: 14604

Re: so who's done a Death World?

Oh god I can't wait, I want it too! :D Tbh I'm currently fine with using the same blueprint (big pole + 8 turrets), just sorrounded with walls. Assuming your pollution cloud won't overflow it should be enough, maybe with 1-2 space laser bonuses (but when I'll finally get those? :-D ). I'm fine with ...
by Tev
Sat May 20, 2017 7:50 pm
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 37633

Re: Kovarex Enrichment Process unbalanced?

I'd argue it's too unbalanced in the other direction. I didn't even bother with it at start (deathworld), and powered base with all u235 I had. I had to monitor my uranium mines quite a bit . . . as expected for late-game energy source in hard game settings. Ever since I made kovarex & 80 u235 f...
by Tev
Sat May 20, 2017 7:44 pm
Forum: Balancing
Topic: 0.15 Expensive Recipie Balance
Replies: 14
Views: 6806

Re: 0.15 Expensive Recipie Balance

Are you playing on railworld resource settings? I wonder if Marathon should have more railworld-like settings? I think it is fun with expensive recipes to expand on a rail world, whereas perhaps a normal world means relocating mines too often because you need so many resources. +1 to the idea, if y...
by Tev
Sat May 20, 2017 7:19 pm
Forum: Balancing
Topic: Nuclear reactor are too late to be usefull.
Replies: 2
Views: 1303

Re: Nuclear reactor are too late to be usefull.

Hell no. Try building bigger factory.
by Tev
Sat May 20, 2017 7:17 pm
Forum: General discussion
Topic: so who's done a Death World?
Replies: 19
Views: 14604

Re: so who's done a Death World?

vanatteveldt wrote:You know what I just researched on my death world? Nukes! :-D
God, I'm just in the first quarter of the research and it takes FOREVER.

Rebuilding entire base to smaller bot-powered blocks. Fooling around with automatically disabled train stops for mining expansions. Loving the game.
8-)
by Tev
Sat May 20, 2017 7:13 pm
Forum: General discussion
Topic: [0.15] Beacon redundant in Marathon mode?
Replies: 5
Views: 2798

Re: [0.15] Beacon redundant in Marathon mode?

Marathon mode IMPROVES beacons.

Productivity modules (esp. lvl3) are so expensive that you'll gladly use even spd1 in your beacons to get more out of them (nuclear solves electricity thankgod).

Also everything is so expensive that not using productivity is just madness.
by Tev
Thu May 18, 2017 11:16 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 52410

Re: Version 0.15.12

HurkWurk wrote:i disagree, the whole point of crawling up the tech tree is so that you stop doing things yourself and start using your automation.
Automation != Convenience
by Tev
Thu May 18, 2017 10:29 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 52410

Re: Version 0.15.12

I agree, demands for mega-blueprints placing convenience are ridiculous. Cries of "useless" map view even more so. It actually is counterproductive - such display of laziness will only make devs more cautious of adding things for easier gameplay, as they obviously can't tweak their power w...
by Tev
Thu May 18, 2017 6:38 am
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 40625

Re: What programming language Factorio is written in?

Actually first language is not that important. Learn whichever you like (but C++ will be one of the hardest ones for beginner), later you will learn different ones ... Complex / difficult concepts will take time to learn anyway. Making factorio mods with lua is easiest start. Btw it is good to note ...

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