Search found 178 matches
- Mon Jun 02, 2014 6:11 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134435
Re: Attacking biters with turrets makes all weapons pointles
Attacking biter bases by turret creep is a painfully slow process*, even with builder drones and blueprints. Still, as someone above said, it's sure-fire. No risk. So people will do it. Preventing buildings being placed near spawners is... ugh... cheese solution. I'd rather see other changes, like w...
- Mon Jun 02, 2014 5:48 pm
- Forum: General discussion
- Topic: So i have an issue with the alien things
- Replies: 23
- Views: 9470
Re: So i have an issue with the alien things
This thread contains 100% pure feedback for developers and I hope they're taking note! The player should be coerced in to learning the basics of combat before evolution gets out of hand. This should be a consideration for the map generator and for the spawner-settler logic. Learning how to be good a...
- Mon Jun 02, 2014 5:08 pm
- Forum: General discussion
- Topic: Pirating as a 'demo'. Your opinions?
- Replies: 140
- Views: 41577
Re: Pirating as a 'demo'. Your opinions?
There are so many aspects to this... Normally when you buy something you have some rights as a consumer thanks to your national consumer protection laws. This often looks something like a right to have a broken/defective product "repaired, replaced or refunded". Buying games over the web u...
- Sun Jun 01, 2014 8:49 pm
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 12001
Re: One way Pipes
Restart reading all articles of this thread. :) Ok... Basic example: http://s24.postimg.org/vp5spdr4x/example.jpg Refinery is producing petrol gas and pumping it into the network. Unused gas is going to tank and it's pumping back to network. So the gas from refinery and tank have the highest priori...
- Sun Jun 01, 2014 6:56 pm
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20159
Re: solar panel production speed
Oh, true.. that's a shame. Well, I still can't see any reason to make solar panels take longer to build.BurnHard wrote:Since they only work with intermediate products, no
- Sun Jun 01, 2014 6:46 pm
- Forum: Balancing
- Topic: Piercing bullets are overpriced
- Replies: 7
- Views: 16385
Re: Piercing bullets are overpriced
I tend to agree. Although there is a big difference between the weapons you use personally vs your base defenses. Obviously you can't load shotgun shots into a turret. And the SMG is useful in that it auto-aims at biters while you can't easily focus shotgun fire on a single biter. Using 5x more mate...
- Sun Jun 01, 2014 5:37 pm
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20159
Re: solar panel production speed
But what makes you think a factory making solar panels needs to be operating 100% of the time? Does it have any bearing on how many solar panels you need, or how quickly you need them? Would changing the production time make any difference to how many solar panels you need at a given point in the ga...
- Sun Jun 01, 2014 3:12 pm
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 12001
Re: One way Pipes / Smart valves
Small pumps don't pump anything when unpowered! https://forums.factorio.com/forum/viewtopic.php?f=8&t=3724 This thread is about more intelligent handling of that example! Oops, I did some testing and you're right. They do have to be powered in order for fluid to flow through them. I thought I r...
- Sun Jun 01, 2014 2:20 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35649
Re: Removing walls above resources
Thanks man
I wouldn't bother making a suggestion that only benefited myself. Hopefully this ends up helping lots of other players, perhaps those who don't read the forums.
I wouldn't bother making a suggestion that only benefited myself. Hopefully this ends up helping lots of other players, perhaps those who don't read the forums.
- Sun Jun 01, 2014 2:13 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35649
Re: Removing walls above resources
Hey Garm, that works but it's kind of obscure. I think the majority of people will just fumble with the mining problem. Better that the interface accommodates the kind of contextual awareness of my suggestion, especially since the logic is so straight foward, no?
- Sun Jun 01, 2014 1:10 am
- Forum: Gameplay Help
- Topic: Question about electricity
- Replies: 6
- Views: 3080
Re: Question about electricity
One power line can carry unlimited electricity. I think you just need to make more steam engines and boilers. Usually people put 14 boilers and 10 steam engines with one water pump. If you need more that that, make a separate bioler/steam water network because the pipes can only move enough water fo...
- Sun Jun 01, 2014 12:48 am
- Forum: General discussion
- Topic: Question About Radar
- Replies: 7
- Views: 3383
Re: Question About Radar
Radars serve a couple of useful purposes. Firstly, as you point out, putting one in each corner of your base gives you line of sight (or removes the fog of war, if you prefer) as if you were standing in each corner of your base at once. That's useful because sometimes biters will come and build a ne...
- Sun Jun 01, 2014 12:38 am
- Forum: Gameplay Help
- Topic: Question about electricity
- Replies: 6
- Views: 3080
Re: Question about electricity
In the power screen, if consumption is less than 100% you need more power.
If production is nearing 100% you should start to think about expanding your power supply.
Radars use heaps of electricity. Try disconnecting a few!
If production is nearing 100% you should start to think about expanding your power supply.
Radars use heaps of electricity. Try disconnecting a few!
- Sun Jun 01, 2014 12:32 am
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 12001
Re: One way Pipes
This.Telarin wrote:The small pumps should accomplish this for you.
Small pumps double as a one-way valve even when unpowered.
- Sun Jun 01, 2014 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [All versions] [kovarex] Removing walls above resources
- Replies: 50
- Views: 35649
[All versions] [kovarex] Removing walls above resources
Running along digging up a wall is fantastically easy (and a well designed feature!) but it hits a snag when your wall goes over some resources. Your character stops to dig the metal or whatever. Could this be improved? If a mining 'session' (while RMB) begins with the mining of a building, then ign...
- Sun Jun 01, 2014 12:12 am
- Forum: Ideas and Suggestions
- Topic: Player logistic slot improvements
- Replies: 4
- Views: 3072
Re: Player logistic slot improvements
I would be happy with just one more tech level for player logistics slots. And another row for the toolbelt. Switching between building fluid networks, rail networks, factory & belts as well as a set of combat related things I just don't quite have enough room. Compared with everything else in F...
- Sun Jun 01, 2014 12:07 am
- Forum: Ideas and Suggestions
- Topic: Wall-related suggestions
- Replies: 12
- Views: 4726
Re: Wall-related suggestions
Walls currently don't block light sources. Is that regarded as a bug? It seems a low priority thing but... I often put lights against the walls of my base, especially around rail/car entrances etc. The current light graphic makes it look as if the light is sitting at ground level rather than up on a...
- Fri May 30, 2014 7:00 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80927
Re: Trains vs conveyors?
I think there is a small balance problem with Trains vs Belts at the moment. But mainly it comes down to a question of how your map was generated. As ssilk said, once you need to move resources 400 tiles or more, the train networks are a better solution. The problem is defaul/normal map settings are...