Search found 148 matches
- Fri May 05, 2017 7:40 am
- Forum: General discussion
- Topic: Is that piece of junk toy rocket an atomic bomb ???!
- Replies: 35
- Views: 12485
Re: Is that piece of junk toy rocket an atomic bomb ???!
I haven't personally got nuke yet (deathworld, so slow progression), but I wonder why are people so dismissive of "kills all spawners/worms/spitters, leaves behind damaged biters" rocket? Spawners are always primary target. Worms are biggest threat when clearing spawners. Spitters in large...
- Mon May 01, 2017 11:43 am
- Forum: General discussion
- Topic: I am loving marathon mode in 0.15
- Replies: 10
- Views: 6570
Re: I am loving marathon mode in 0.15
So far deathworld setting seems to be adequate replacement for marathon mod - production seems much easier, but pressure from biters and slow expansion makes things difficult. Just made coal liqef. which seemingly stabilizes my situation, we'll see. Notable is ridiculous strength of tank now. It was...
- Fri Apr 28, 2017 4:44 pm
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 9853
Re: Biters seem MUCH easier in 0.15?
Biters are much easier in 0.15 . . .
. . . because you have 250hp now. Fish are so awesome now, I can take everything down just with non upgraded piercing bullets (kind of fresh Death world map)
. . . because you have 250hp now. Fish are so awesome now, I can take everything down just with non upgraded piercing bullets (kind of fresh Death world map)
- Thu Apr 27, 2017 2:57 pm
- Forum: Balancing
- Topic: Nuclear Power at Priority 1
- Replies: 21
- Views: 13779
Re: Nuclear Power at Priority 1
Why is everyone talking about wasting power generated by nuclear reactor? I just don't get it. Just store steam generated from 1 cycle of your reactors in storage tanks, turbines will not waste any energy, they will generate axact amount by demand. And start every cycle of your reactors once you ar...
- Thu Apr 27, 2017 2:48 pm
- Forum: General discussion
- Topic: I am loving marathon mode in 0.15
- Replies: 10
- Views: 6570
Re: I am loving marathon mode in 0.15
Hmm i thought it was bugged, because when i tried running marathon with increased research cost, the recipe for research was unchanged. The recipes for a few items went up but didnt scale with the multiplier. Maybe it was fixed hm Research cost is now correctly multiplied, dunno if it was ever bugg...
- Thu Apr 27, 2017 2:36 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 28054
Re: Getting rid of alien artifacts is a bad idea
It would be good to admit that pre-0.15 artifacts did nothing to gameplay AT ALL - you had many more artifacts then you needed. Unless you went out of your way to not expand and tried to not kill nests even deep in your pollution cloud - then you would occassionally run into artifact shortage, forci...
- Thu Apr 27, 2017 10:35 am
- Forum: Balancing
- Topic: Nuclear Power at Priority 1
- Replies: 21
- Views: 13779
Re: Nuclear Power at Priority 1
What's exactly the difference between : Nuclear has the priority, and your solar panels' output is wasted and Solar panels have the priority and your nuclear's output is wasted ? The fuel consumption. Ergo solar panels having higher priority is fine. For advanced "baseload+balancing power sour...
- Thu Apr 27, 2017 10:23 am
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 38142
Re: Version 0.15.2
Factorio "experimental" releases are pretty stable after first (two, three) patches, there are just minor bugs, rare crashes and usually sometime in the first 10-15 patches there is some issue(s) that can corrupt your save. The last one is a big deal for game like factorio, where you spend...
- Wed Apr 26, 2017 10:37 am
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11343
Re: Module Balance (Mostly Efficiency)
^ You're missing the point, it's more about being able to make stuff for very little energy, and, more importantly, correspondingly low pollution. Pollution is hugely important on death worlds for instance. Yes, you pay for it considerably in terms of fixed costs, but the same is true for the speed...
- Tue Apr 25, 2017 7:01 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11343
Re: Module Balance (Mostly Efficiency)
Beware of mis-interpreting the numbers here. Upgrading from Eff1 to Eff2 cuts energy usage in the relevant machines in half (from 40% to 20%), and likewise affects pollution the same way. That's a very significant impact. As for Eff3, the best use I know of by far is in Assembly machine 3s where yo...
- Tue Apr 25, 2017 2:28 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11343
Re: Module Balance (Mostly Efficiency)
Eff1 modules are super effective, making them is pretty much a no brainer. I would even say they're overpowered (compare cost, effect and time investment in efficiency module vs equivalent solar farm), but late game strength of prod/speed combo and limited module slots reduces that, making them extr...
- Sat Apr 22, 2017 10:36 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 145233
Re: Friday Facts #187 - Space science & 0.15 graphics
coal liquefication Even more win! :D EDIT: for reasons unknown the trains have been made yellow with red. it took me a long while to realize that there where actually a lot of trains there.... whit the train colors on the map in 0.14 it was easier to spot them... It's barbaric to nitpick such great...
- Sat Apr 22, 2017 10:17 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 145233
Re: Friday Facts #187 - Space science & 0.15 graphics
Rocket science! Autolaunch! Advanced steam engines! Nukes! OMG YES!
Guys you are just awesome
Guys you are just awesome
- Fri Mar 03, 2017 3:55 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 68586
Re: Friday Facts #180 - Map interaction
Integrate the interaction into the train to allow semi-automatic one-time train order that wouldn't be limited to train stations. OMG SO MUCH YES. I mean, no need for custom for-player-only stations. Isn't that just full of win? Only minor addition I would use a lot would be "show on map"...
- Fri Dec 09, 2016 6:48 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 75808
Re: Friday Facts #168 - Nightvision Nightmare
So much this.madpav3l wrote:That second picture looks the best, the 3rd picture is just awful...
Second picture looks very good imo.
- Fri Nov 11, 2016 3:11 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 109664
Re: Friday Facts #164 - Nuclear power
How will be porting of old steam setups to 0.15 solved?
- Sun Aug 14, 2016 9:31 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 93200
Re: Circuit network features for 0.14
If there would be even a chance rocket circuit conditions (remote control, autolaunch) wouldn't make it to the "implemented" list, I'd change all my 5 votes to go for it. It really is crucial in large rocket-churning factories, and I hate to make mod-dependent megabases. EDIT: ok I didn't ...
- Sun Aug 14, 2016 6:28 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 85654
Re: Friday facts #151 - The plans for 0.14
I'm wondering what are people describing in those walls of text . . . Factorio is quite complex already, no need to overcomplicate it. I like the idea of reactor being simple "put in fuel and enjoy" building, with processing fuel/waste being the more complex parts. Pollution (as in radioac...
- Sat Aug 13, 2016 6:29 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 85654
Re: Friday facts #151 - The plans for 0.14
Nuclear power. Circuit network launching rockets. Multithreading!
Such an awesome blogpost.
I love you guys <3
Such an awesome blogpost.
I love you guys <3
- Thu Jul 07, 2016 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2739
Re: Advanced boilers
Just increasing numbers on new boilers makes literally no sense for the game. Piercing ammunition. Fast inserter. Fast belt. Half of the research tree. Yeah there are no precedents for that in the game, so it makes no sense at all. Well maybe really little. With furnaces it made more sense as those...