Search found 148 matches
- 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...
- 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...
- 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...
- 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
Hell yeah!ssilk wrote:Besides that: I want to know at every moment how many bots of my PR are outside and about where they are.
- 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 ...
- 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?
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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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?
God, I'm just in the first quarter of the research and it takes FOREVER.vanatteveldt wrote:You know what I just researched on my death world? Nukes!
Rebuilding entire base to smaller bot-powered blocks. Fooling around with automatically disabled train stops for mining expansions. Loving the game.
- 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.
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.
- Thu May 18, 2017 11:16 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 52410
Re: Version 0.15.12
Automation != ConvenienceHurkWurk 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.
- 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...
- 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 ...