Search found 300 matches

by Marconos
Mon Sep 21, 2015 9:37 pm
Forum: News
Topic: Friday Facts #103 - Prototyping ahead
Replies: 42
Views: 39109

Re: Friday Facts #103 - Prototyping ahead

Yeah... gun turrets... if I wanted to switch, I would need roughly 500-600 of those (assuming one row is enough). With attacks pretty much every couple seconds, my entire factory would have to be dedicated to nothing more than piercing rounds. Well, no, you don't need that many actually (I play on ...
by Marconos
Mon Sep 21, 2015 8:22 pm
Forum: News
Topic: Friday Facts #103 - Prototyping ahead
Replies: 42
Views: 39109

Re: Friday Facts #103 - Prototyping ahead

But where are your walls? Also fast and express belts can help keeping biters away. I do not loose turrets on meele range bitters. Not after the three row upgrade. I loose them on ranged ones. Last time I checked, walls did not stop those. Belts... yeah. tried that. Replace 'can' with 'might' and y...
by Marconos
Sat Sep 19, 2015 2:28 am
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47721

Re: Friday Facts #104 - Deadlines ahead

Looking good. If you do push the steam release back make sure to not stop with 0.13. Would just allow you to release with more content. Picking the right time to go live is so important.

Good luck, lovin the game.
by Marconos
Sat Sep 12, 2015 2:40 pm
Forum: News
Topic: Friday Facts #103 - Prototyping ahead
Replies: 42
Views: 39109

Re: Friday Facts #103 - Prototyping ahead

semi secret mini project with 8 legs I really hope it's a new enemy (even though we got the spitters not that long ago) - we really need an enemy that's either FAST (faster than a biter, at least) and weak OR is slow but tough - main idea would be that they are able to climb over our walls and get ...
by Marconos
Fri Sep 11, 2015 11:24 pm
Forum: Ideas and Suggestions
Topic: Blueprint swap feature
Replies: 3
Views: 3877

Re: Blueprint swap feature

interesting idea. I'm not sure it would enhance gameplay as make things more difficult to understand Could be an interesting addition though.
by Marconos
Fri Sep 11, 2015 1:34 pm
Forum: Ideas and Suggestions
Topic: Highlight ore type on map-function
Replies: 6
Views: 7685

Re: Highlight ore type on map-function

+1 great idea that would really seem to enhance late game gameplay.
by Marconos
Fri Sep 11, 2015 1:33 pm
Forum: Implemented Suggestions
Topic: Make placing pipe to grounds work like placing power poles.
Replies: 4
Views: 4086

Re: Make placing pipe to grounds work like placing power poles.

Pretty straightforward, if you have a really long pipe it would be much faster to hold click to place pipe to grounds like you can with power poles. A way that you can do this that might help you out is make a blueprint of both ends of the pipe. That way you can lay down an underground section. Not...
by Marconos
Wed Sep 09, 2015 8:36 pm
Forum: Show your Creations
Topic: My first assembly block for belts
Replies: 8
Views: 16884

Re: My first assembly block for belts

Wow, that's huge. Question for you: how fast do you have to be laying conveyor belt to use up the quantity that this thing can produce? Have you calculated how much in resources it will cost to try and keep this thing running? Have you balanced your iron gear production needs to the other assemblers...
by Marconos
Wed Sep 09, 2015 8:00 pm
Forum: Ideas and Suggestions
Topic: Select Starting location environment
Replies: 7
Views: 14030

Re: Select Starting location environment

I'm relatively new at playing factorio, but one of the things that has bugged me starting out is the fact that I cannot select a starting environment. If I start in a desert or badlands environment, I quickly seem to run out of available trees to create small electric poles, well before I'm ready t...
by Marconos
Wed Sep 09, 2015 7:42 pm
Forum: Show your Creations
Topic: Multistage Steam Power Factory
Replies: 4
Views: 11547

Re: Multistage Steam Power Factory

Technicly it's not useful as the game is already adjusting fuel and water usage to the needs. Right, so you already know it does nothing useful, while introducing unnecessary brownouts when the currently enabled stages get overwhelmed. You asked for suggestions on how to improve this - the obvious ...
by Marconos
Wed Sep 09, 2015 7:09 pm
Forum: Balancing
Topic: Switch to multiplicative stacking for modules
Replies: 12
Views: 17298

Re: Switch to multiplicative stacking for modules

While I could go into a lot of nit-picky examples, my best example would be electric miners. If you only care about the energy floor, it's easy to hit for a converted resource cost of less than sixty units. That is a very low price to pay. It basically erases any incentive to user higher tier modul...
by Marconos
Tue Sep 08, 2015 3:10 pm
Forum: Balancing
Topic: Switch to multiplicative stacking for modules
Replies: 12
Views: 17298

Re: Switch to multiplicative stacking for modules

Hi. I think you should switch to multiplicative stacking for modules. Two l1 efficiency modules are too good. If you used multiplicative stacking, they would give ~50% reduction, rather than 60%. Conversely, efficiency modules mixed with other module types should be better than they are. You should...
by Marconos
Thu Sep 03, 2015 9:15 pm
Forum: Show your Creations
Topic: The bentham/arumba train unloader
Replies: 26
Views: 22646

Re: The bentham/arumba train unloader

Interesting setup. I like the counters but some areas seem more complex then necessary. With the 14 ore types it changes that designs away from how much bulk can I push through a point to more of a get what I need when I need it approach. I would see this type of unloading being better done with 6 a...
by Marconos
Wed Sep 02, 2015 6:21 pm
Forum: Ideas and Suggestions
Topic: Constructor
Replies: 6
Views: 3636

Re: Constructor

How big are you outposts you are setting up? Using just my personal inventory I can setup a 300 miner outpost with 12 lane balancer filling a 6 car train. including the loading stations and the rail line offshoot. All of this out of my inventory and include modules for the miners. (15 - 30 minutes t...
by Marconos
Tue Sep 01, 2015 8:24 pm
Forum: Releases
Topic: Version 0.12.6
Replies: 47
Views: 50471

Re: Version 0.12.6

There is something strange with the download page and embeded updating. the following links are broken on the download page: Win 64 zip and Exe, WIN 32 exe Auto update from inside the program is not working. Tried on my home network and work network. Then I decided to try on my tablet over my cellul...
by Marconos
Fri Aug 28, 2015 9:37 pm
Forum: Implemented Suggestions
Topic: Store lubricant and water in barrels.
Replies: 17
Views: 11751

Re: Store lubricant and water in barrels.

I like many other posters on these boards do not use mods. I only use mods for something the dev's have explicitly stated will be implemented and then still only rarely. I really hate the posts that are "hey a mod does this, go use it." So what, the point of the posts is letting the devs k...
by Marconos
Fri Aug 28, 2015 4:47 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50380

Re: Version 0.12.5

Automatic update not working for me, I am getting error "Update failed: File D:/Games/Factorio/data/../tests/mod/mod-list.json has unexpected content". I have Win x64 0.12.4 version. Generally when something like that happens you have manually modified your base files. It's essentially te...
by Marconos
Tue Aug 25, 2015 1:38 pm
Forum: Ideas and Suggestions
Topic: Rail yard speed limits
Replies: 37
Views: 14032

Re: Rail yard speed limits

Please nothing else added to the game that slows trains down more. They already randomly stop in the middle of nowhere, put through lanes etc. Just give me a way to mark a section as "yard area" to the main line trains don't use those runs.
by Marconos
Mon Aug 24, 2015 4:33 pm
Forum: Not a bug
Topic: [0.12.4] Multiple rockets launches no sound
Replies: 2
Views: 3977

Re: [0.12.4] Multiple rockets launches no sound

Dang, crush my dreams of a massive rocket launch sound shaking the walls of my house :)
by Marconos
Mon Aug 24, 2015 3:25 pm
Forum: Not a bug
Topic: [0.12.4] Multiple rockets launches no sound
Replies: 2
Views: 3977

[0.12.4] Multiple rockets launches no sound

When you launch multiple rockets at the same time you do not get the proper sound. I have a bay where I launch 24 rockets at a time. The rockets are all staggered since you have to click launch on each one. The later rockets are totally silent as they left off. I would expect the sound of 24 rockets...

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