Search found 208 matches
- Mon Dec 28, 2015 6:17 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 198758
Re: Solar panels less of a no-brainer
What if a player just wants to shut off their factory on bad days? That's certainly a possible solution. What if they want to switch to coal backup? That's another solution. What if they want to run seperate grids for low and high priority energy networks? When solar isn't a guarantee, you suddenly...
- Sun Dec 27, 2015 4:04 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67658
Re: Terrain elevation, hills and mountains with fake cliffs
A very VERY simple way to make underground belts unable to traverse cliffs:
Give the cliffs a three tile visual area, and a five tile hitbox. Just was we have with some of the rocks in game now that are four tiles wide but appear two tiles wide.
Give the cliffs a three tile visual area, and a five tile hitbox. Just was we have with some of the rocks in game now that are four tiles wide but appear two tiles wide.
- Mon Dec 21, 2015 10:53 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 198758
Re: Solar panels less of a no-brainer
The heart of the solar energy problem, I think, is that in a game like Factorio, any new technology that makes your old problems simple to solve should do so in a way that introduces entirely new problems to tackle. And solar panels don't introduce many interesting challenges IMO. Thus, while needin...
- Sat Dec 19, 2015 5:38 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 198758
Re: Solar panels less of a no-brainer
I don't favor making power poles the target of alien attacks since it could have quite a lot in the way of unintended consequences. Lines to mining outposts need to be defended where before they could be made reliable for example. Another solution is based on something from another discussion in How...
- Sat Dec 19, 2015 4:25 am
- Forum: Balancing
- Topic: Rocket Research needs to be split up.
- Replies: 10
- Views: 25750
Re: Rocket Research needs to be split up.
You speed up research by building more labs. That's a simple problem with a simple solution. I don't think people are complaining about the speed --- Indeed, if my own experiences are common, having far more stuff to spend our science packs on just for the sake of spending those packs would be nice...
- Thu Dec 17, 2015 12:11 am
- Forum: News
- Topic: Friday Facts #116 - Strategy Guide
- Replies: 58
- Views: 44357
Re: Friday Facts #116 - Strategy Guide
snip snip For a change, you can try reading comprehension. I heard it helps. I have no problems with paid guides and people who buy them. I have a problem when a dev is too lazy to do anything themselves, and rely on community driven-wikis and MARKET paid guides by someone else. See I have the oppo...
- Fri Dec 11, 2015 9:46 pm
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28306
Re: Landmine Balance
Alright, I'd just been talking before but here's the counter-science, I've done this before somewhere around 10.something but now it's current to 0.12.20. The walls to the north are not part of this test. http://i.imgur.com/cvaD8jq.png Shortly after kiting a pack of spitters into my minefield we end...
- Thu Dec 10, 2015 4:40 pm
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28306
Re: Landmine Balance
http://i.imgur.com/RZn9OB1.jpg There it is. Scienced. 0.12.20. They hurt anything that isn't a landmine. What exactly did you test them on? I see the wall certainly and I imagine that you had those bullets in a full ring, but the other landmines appear unharmed and I don't see conveyor belts or any...
- Fri Dec 04, 2015 2:21 pm
- Forum: Releases
- Topic: Version 0.12.20
- Replies: 32
- Views: 54949
Re: Version 0.12.20
I have to say, finding that chemical plant bug was hilarious. In a "I've been playing this game for a year and a half? I've taken note of the shape of the plant repeatedly and at length during that time. How in the name of all things did I miss that?" kind of way.
Still chuckling over it.
Still chuckling over it.
- Fri Dec 04, 2015 12:34 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 54979
Re: Friday Facts #114 - Better train conditions
-snip- There are more solutions that might be tried, both are not hard to program, but mainly the understandability by the user is the goal. Deactivatable stations - the station could be deactivated based on circuit condition. For the train it would be like it doesn't exist. I like this one, as it ...
- Fri Dec 04, 2015 11:56 am
- Forum: Balancing
- Topic: Landmine Balance
- Replies: 18
- Views: 28306
Re: Landmine Balance
Also, can it be clarified if landmines damage other landmines when they explode? Yes, they do. When a landmine is caught in the explosion of another mine, it explodes as well, leading to this chain reaction where possibly all of your mines in one location go off in one big boom. Which leads me to m...
- Fri Dec 04, 2015 11:35 am
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 54979
Re: Friday Facts #114 - Better train conditions
Fuel count for one or for a train going around resupplying outposts it can then decide to go back only if it is running low on a certain item The train conditions are *wait* conditions. They determine when the train should leave the station. Not if the train should go to a station in the listing. I...
- Wed Dec 02, 2015 4:01 pm
- Forum: Fan Art
- Topic: Who indulges their artistic side?
- Replies: 4
- Views: 18946
Who indulges their artistic side?
So now that we've have pathways for a while and can effectively draw on the map as we wish, I'm curious, does anyone besides me use this stuff to pretty up their factories? Not even in the sense of drawing or anything but just basic stuff like cordoning off production blocks with paths to give the f...
- Tue Dec 01, 2015 3:02 pm
- Forum: Off topic
- Topic: What Indie/Less well known games do you play
- Replies: 23
- Views: 31535
Re: What Indie/Less well known games do you play
Antichamber: So much of the game is learning how it works that you'll only ever play it twice (once to get through it, and a second time to get through everything shockingly fast) but for those who like working their heads around something, it's brilliant fun to figure all the game's rules out. From...
- Mon Nov 30, 2015 12:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.19] [kovarex] Chem plant sprite is backwards
- Replies: 2
- Views: 7564
[0.12.19] [kovarex] Chem plant sprite is backwards
Exactly as it says in the title: When the chemical plant is facing north-south the input is on the section with the large pipe while the blocky pit with three pipes is the output and the green goo vat is on the left side. When facing east-west on the other hand, the chemical plant's large pipe faces...
- Fri Nov 06, 2015 7:47 pm
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 64869
Re: Friday Facts #111 - Long term plans
As far as long term plans and the space platform goes: Honestly, this rate of progression seems kind of on par from what I've seen. It seems like, with basically every early access game, any big project that occurs later on in development takes about a year from the moment the foundations are laid t...
- Wed Sep 09, 2015 9:19 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 62460
Re: Friday Facts #101 - The players are real people
Just to be clear. It doesn't say that the state we have now is slavery. I'm just stating that the things that are happening now could lead to it if it continues like this for a long time. The slavery it could lead to could be totally comparable to the slavery in the past, if not even worst, because...
- Sun Aug 23, 2015 9:53 pm
- Forum: News
- Topic: Friday Facts #100 - So old
- Replies: 59
- Views: 46265
Re: FFF #100 - So old
Cloning vans wre the soviet's unique building in ra2, it became yuri's faction unique buidling in the expansion (don't remember what the soviet get in exchange) The colourisation of the one in the specific screenshot looks like the Yuri faction colours version, The golds give it away. Soviets would...
- Sat Aug 22, 2015 11:11 am
- Forum: News
- Topic: Friday Facts #100 - So old
- Replies: 59
- Views: 46265
Re: FFF #100 - So old
Command and Conquer Red alert 2. Looks like the Yuri's Revenge expansion specifically.Peter34 wrote:What game is that from?LotA wrote:personnaly, it reminds me of this :
Though the image url notes it comes from a modding community.
- Sun Aug 02, 2015 9:06 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40661
Re: Friday Facts #97 - Greenlight preparations
You probably should think about expanding the single player campaign before releasing on steam, i'd hate to see complaints that the game was short The game is as long as you want it to be. Sure it ends with the satellite launch, but its entirely up to you when you build it. You can spend hundreds o...