Search found 10 matches
- Sat Mar 04, 2017 10:06 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 74270
Re: Friday Facts #180 - Map interaction
The map improvements look most welcome. Feedback: - "logistics area visualisation" IMHO does need roboport connections displayed, both to help with off-by-one placement errors and to better visualize bot traffic issues/patterns/paths. - It would be nice to be able to more easily visually i...
- Sat Mar 04, 2017 9:28 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 57459
Re: Friday Facts #179 - New resource graphics & concrete
I just wanted to say that the redone resources look *fantastic* ! Excellent work.
- Fri Dec 16, 2016 8:44 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 71125
Re: Friday Facts #169 - Combat revisit 2
Looks great! In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him? I do not feel that turret creep is such a problem and would not worry about it. Still I am interested if any of you (the community ...
- Fri Oct 14, 2016 9:32 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128685
Re: Friday Facts #160 - Playtesting
We can still do the expansion pack with additional stages of the game and space exploration later, but that is a different story. Great story; I'll look forward to such an expansion pack! Finding 3 - the most needed changes I do not disagree with "Finding 3 - the most needed changes" -- t...
- Tue Apr 12, 2016 4:46 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 316989
Re: [MOD 0.12.29] Robot Soldiers. RTS precursor?
This is a good idea and I had no idea that modding Factorio could be so easy! I'm busy for the next couple weeks, but I'll take a look once I'm back.
Thanks for using the MIT licence.
Thanks for using the MIT licence.
- Sat Apr 09, 2016 6:27 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 81232
Re: Friday Facts #133 - The train struggle
Another option to counter the train problem is to make train station tiles, that are linked with the train stop. A train would be able to be (un)loaded in that station but it does not matter how long the train is (like in transport tycoon). This could also be a great addition to the game if you can...
- Sat Apr 09, 2016 6:18 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 81232
Re: Friday Facts #133 - The train struggle
The heavy inserter concept seems like a good, practical step forward from the loader concept. Could we also have a "double inserter" then which would pick up and place items on both sides of a belt? I think that would cover all the use cases that a 2x1 loader block with a belt-like input a...
- Thu Mar 31, 2016 8:21 pm
- Forum: Gameplay Help
- Topic: How does armor work?
- Replies: 2
- Views: 3942
Re: How does armor work?
Excellent, that's it. Thanks!
- Thu Mar 31, 2016 6:55 pm
- Forum: Gameplay Help
- Topic: How does armor work?
- Replies: 2
- Views: 3942
How does armor work?
I just started New Hope mission 4 (escape on the airplane) and realized that there are *2* heavy armor items in my character's armor slot. I checked out the big worms to the south and they *murdered* me. I don't understand at all how the combat damage system works. In theory, there is some good info...
- Wed Mar 23, 2016 5:02 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227454
Re: Friday Facts #128 - Back down to earth
Yes, the loader is a great idea for the late game.
Late game should eventually become more strategic, with less micromanagement.
Late game should eventually become more strategic, with less micromanagement.