Search found 187 matches
- Tue Apr 29, 2014 11:30 am
- Forum: Ideas and Suggestions
- Topic: Remove requester chests
- Replies: 14
- Views: 4595
Re: Remove requester chests
I believe the problem is that energy costs involved in this are too cheap. Maybe logistics bots should require more energy? Maybe roboport (or bots) should cause more pollution, or maybe flying bots should attract enemies in some other ways? Perhaps massive energy production should be more unreliabl...
- Mon Apr 28, 2014 9:08 pm
- Forum: General discussion
- Topic: multiplayer absent-player mechanics
- Replies: 10
- Views: 7569
Re: multiplayer absent-player mechanics
That's a very good question. In minecraft the bases are safe by default, nothing bad's going to happen even if you go afk for a day while online. Technically a low pollution base is like that in factorio too, but it's a damn good question how it's going to work. Another multiplayer mechanic that mak...
- Sun Apr 27, 2014 1:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Car leaves blue markers in map on chunk borders
- Replies: 2
- Views: 993
[0.9.8] Car leaves blue markers in map on chunk borders
You can see where I've been driving in the map. Since the markers appear at chunk borders, I'm guessing the map isn't updated when the car leaves a chunk.
- Sat Apr 26, 2014 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Crashed cargo containers
- Replies: 0
- Views: 2263
Crashed cargo containers
Just a random idea to shake the freeplay gameplay a little, to make every game different... The starting area could have a few crashed cargo containers, plus a few more close to nearby enemy bases so they'd be harder to obtain. These cargo containers would contain some starting resources to get the ...
- Sat Apr 26, 2014 5:33 pm
- Forum: News
- Topic: Factorio Facts #31
- Replies: 34
- Views: 32288
Re: Factorio Facts #31
I still believe the game could use some more endgame and replayability value before the full release. I keep starting new games every now and then, only to realize it always follows the exact same formula and every game feels the same, the exact same way of playing works every time. It gets depressi...
- Sat Apr 26, 2014 11:14 am
- Forum: Show your Creations
- Topic: Beginner base
- Replies: 18
- Views: 14989
Re: Beginner base
Drills are capable of putting things directly into furnaces, so you don't need that many inserters in the early game when you have one drill feeding one furnace directly like in the first screenshot.
- Fri Apr 25, 2014 3:48 pm
- Forum: Gameplay Help
- Topic: I can not finish the mission :(
- Replies: 15
- Views: 10132
Re: I can not finish the mission :(
And the resources in the car(s) should definitely be included in the progress counters. And what, if you build many cars? You can drive just one. I said "car(s)" precisely as an answer to the multiple car case. Had I just said "car", there would be the obvious corner case of mul...
- Fri Apr 25, 2014 1:46 pm
- Forum: Gameplay Help
- Topic: I can not finish the mission :(
- Replies: 15
- Views: 10132
Re: I can not finish the mission :(
It might be good if you could see all the objectives for the mission right away (but grayed out), or at least see how many steps there are (and know you're at the last one)
And the resources in the car(s) should definitely be included in the progress counters.
And the resources in the car(s) should definitely be included in the progress counters.
- Thu Apr 24, 2014 3:51 pm
- Forum: General discussion
- Topic: Any game-dev that could answer the stackexchange question?
- Replies: 14
- Views: 7132
Re: Any game-dev that could answer the stackexchange questio
Separate shadows into different bitmaps, they're 1bpp data and there might be more efficient way to render that and you'd significantly cut bounding boxes of high structures such as the beacon. This is certainly the most interesting idea. The 1bpp and smaller bounding boxes could save a lot in some...
- Thu Apr 24, 2014 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Biome resource variation
- Replies: 15
- Views: 8103
Re: Biome resource variation
Stranded on an unknown planet with unknown lifeforms is definitely an adventure!
Also, at times, minecraft feels like a survival horror game and definitely not adventure/sandbox ... anyway, there's a reason it's so popular, and stealing a bit more ideas from it wouldn't probably be a bad thing.
Also, at times, minecraft feels like a survival horror game and definitely not adventure/sandbox ... anyway, there's a reason it's so popular, and stealing a bit more ideas from it wouldn't probably be a bad thing.
- Thu Apr 24, 2014 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Biome resource variation
- Replies: 15
- Views: 8103
Biome resource variation
Biomes need more variation in their contents. Think of Minecraft and hunting emeralds for example, you need to go to specific place and start digging and eventually you'll find what you came searching for, and you might uncover some hostile surprises underground while you're at it. Can we have somet...
- Thu Apr 24, 2014 12:25 pm
- Forum: General discussion
- Topic: Any game-dev that could answer the stackexchange question?
- Replies: 14
- Views: 7132
Re: Any game-dev that could answer the stackexchange questio
Although I don't have an answer to your question, I have some other random thoughts to reduce memory requirements. Basically, I just went through the graphics folder looking at each image and writing down my thoughts: Use shaders to produce some details that currently exist in the bitmaps. For examp...
- Mon Mar 31, 2014 3:39 pm
- Forum: Implemented Suggestions
- Topic: I want multilayered sprites (for masked color variations)
- Replies: 7
- Views: 2413
Re: I want multilayered sprites (for masked color variations
Well... what about multiplayer that's next in their TODO, will all players have the same color? Will their cars have same identical color while they're driving? I think differentiation would be useful there.
- Mon Mar 31, 2014 2:41 pm
- Forum: Implemented Suggestions
- Topic: I want multilayered sprites (for masked color variations)
- Replies: 7
- Views: 2413
I want multilayered sprites (for masked color variations)
I'd love to see support for multilayer sprites. Basically, I ran out of my 1024M video ram when I wanted to try DyTech and I noticed a great deal of the graphics are just recolored versions of the basic stuff... No reason for all of these to waste my VRAM! So, I'd like to have sprites which first re...
- Mon Mar 31, 2014 2:21 pm
- Forum: Duplicates
- Topic: [0.9.6] Mac broken textures everywhere after enabling mod
- Replies: 3
- Views: 6699
Re: [0.9.6] Mac broken textures everywhere after enabling mo
Oh my, I had no idea there was such as thing as low graphics settings! Works now. It would be nice if the initialization would detect the situation and recreate the sprite atlas with lower quality settings automatically. Anyway, this is a 27-inc mid 2010 iMac with ATI Radeon HD 5750 1024MB. I believ...
- Sun Mar 30, 2014 11:23 am
- Forum: Not a bug
- Topic: Rocket does 60 damage, Explosive rocket only does 40 damage
- Replies: 4
- Views: 3166
Re: Rocket does 60 damage, Explosive rocket only does 40 dam
The explosive rocket does 40 damage in 6.5 radius, rocket only does single target damage.
The description is confusing though, and it should be clarified in the UI somewhere that explosive rocket is an area of effect weapon.
The description is confusing though, and it should be clarified in the UI somewhere that explosive rocket is an area of effect weapon.
- Sun Mar 30, 2014 11:01 am
- Forum: Duplicates
- Topic: [0.9.6] Mac broken textures everywhere after enabling mod
- Replies: 3
- Views: 6699
[0.9.6] Mac broken textures everywhere after enabling mod
After enabling dytech mod, the loading screen progressbar freezes near 5% although it still seems to try to process the sprites. After a while, the progress bar jumps to 100% instantly and main menu appears, but the dialog background is completely missing (there's only the window background and whit...
- Mon Mar 24, 2014 4:35 pm
- Forum: Off topic
- Topic: (Not really) f***ing allegro!
- Replies: 19
- Views: 15660
Re: f***ing allegro!
reduce the entropy. how many bits of random seed do you really need in there?
- Mon Mar 24, 2014 3:34 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 56566
Re: Bad character spawn location
Beautiful spawn :) This is definitely an issue, but technically I don't think it should be called a bug. The issue is that sometimes you get a bad spawn, but since there isn't any trivial way to determine if the spawn is bad or not, the lacking functionality cannot be called a bug. I'm hoping in the...
- Fri Mar 21, 2014 1:00 am
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27471
Re: biters NEVER attacking makes for some depressing gamepla
Make online leaderboards of the these on our site (as we have already accounts for players). The other ideas were fine, but this is a tricky one. Factorio is a trusted client game and anyone can mod their game to give themselves advantage, i.e. the player should not be trusted. Cheating would be to...