Search found 48 matches
- Thu Mar 10, 2016 12:18 am
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 66098
Re: [MOD 0.12.x] Bergius Process
Oh man, thank you for this mod. I like to run a near-vanilla game but I really hate how oil becomes a huge time sink later in the game, forcing me to build annoying processing stations far away from my base. This mod lets me utilize the far more easier to transport coal! It's breathed life into one ...
- Sat Oct 31, 2015 12:26 am
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 42598
Re: Friday Facts #110 - Tech art finished
Gonna miss the red and blue toilets! (That's always what I thought the blueprint construction/destruction icons looked it!)
- Sat Mar 14, 2015 8:24 pm
- Forum: General discussion
- Topic: So...why do people build on top of ore deposits so often?
- Replies: 11
- Views: 7763
Re: So...why do people build on top of ore deposits so often?
[MOD 0.11.x] Landfill (2.1.2) https://forums.factorio.com/forum/viewtopic.php?f=14&t=4973&p=38155&hilit=land+fill#p38155 Features •Converts a 2 x 2 or 4 x 4 tile area to land •Flood-fills bodies of water using landfills from your inventory •Can be placed by clicking and dragging •Create...
- Wed Mar 11, 2015 3:27 am
- Forum: General discussion
- Topic: 3D printed keychain finely came in! (now with order link)
- Replies: 14
- Views: 10422
Re: 3D printed keychain finely came in! (now with order link)
That looks really awesome!
What material is it made out of?
What material is it made out of?
- Wed Mar 11, 2015 3:18 am
- Forum: General discussion
- Topic: Are the enemies going to be redesigned?, first game awesome
- Replies: 12
- Views: 7646
Re: Are the enemies going to be redesigned?, first game awesome
I do kinda agree with the OP that combat needs an overhaul. I think it's pretty skewed right now towards certain weapon/item combos, and the way that biters scale really push you towards being a piercing-shotgun/capsule spewing power-armor bastard. It would be nice if there was other ways to deal wi...
- Wed Mar 11, 2015 3:13 am
- Forum: General discussion
- Topic: Free Items?
- Replies: 14
- Views: 6626
Re: Free Items?
Glass, nice little alien genocide you have going there.
- Wed Mar 11, 2015 3:11 am
- Forum: General discussion
- Topic: So...why do people build on top of ore deposits so often?
- Replies: 11
- Views: 7763
Re: So...why do people build on top of ore deposits so often?
I'm the same. I usually build my factory away from ore deposits, on the nearest open spot I can find. Yeah, it does mean for a rather slow start at times (due to extra cost of belting resources over to the factory), or putting myself uncomfortable close to the biters, but early-game it's so hard to ...
- Mon Mar 09, 2015 6:24 am
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 53535
Re: Friday Facts #76 - MP inside out
Good job on the NAT punchthru, BTW.
Seriously. Even with the LAN issues.
I've played AAA+ big-budget titles with peer-to-peer lockstep networking which couldn't even get that part right.
Seriously. Even with the LAN issues.
I've played AAA+ big-budget titles with peer-to-peer lockstep networking which couldn't even get that part right.
- Wed Dec 03, 2014 8:57 pm
- Forum: General discussion
- Topic: Vehicles and Powered Armor.
- Replies: 7
- Views: 12534
Re: Vehicles and Powered Armor.
Combat, IMHO, needs to be re-worked. Tanks are a great post-early-game item, but they are quickly made obsolete. You can still use them, but I find it's a drag to sit and repair a tank after every encounter. It's just faster to use power armor + shields. Piercing MGs become useless against the big b...
- Wed Dec 03, 2014 8:42 pm
- Forum: General discussion
- Topic: Landmines vs Laser turrets
- Replies: 9
- Views: 7899
Re: Landmines vs Laser turrets
I used to use landmines actively during a fight (by dropping them as I was running). But now, Spitters will stop and target your landmines, just like they were any player-built structure. So I've stopped doing that.
Never used the bomber trick, though. Heehee!
Never used the bomber trick, though. Heehee!
- Wed Dec 03, 2014 8:38 pm
- Forum: General discussion
- Topic: playing cast away?
- Replies: 2
- Views: 1666
Re: playing cast away?
It's a known problem and I'm sure the devs intend to address it.
I've generated maps that had me start on a tiny 1x1 tile of land in a large body of body.
There's not much you can do about it right now except to re-generate the world.
I've generated maps that had me start on a tiny 1x1 tile of land in a large body of body.
There's not much you can do about it right now except to re-generate the world.
- Tue Nov 25, 2014 1:04 am
- Forum: General discussion
- Topic: Moving around on a big base
- Replies: 13
- Views: 6253
Re: Moving around on a big base
I've considered making a road mod. Initially, the mod would just for visual effects -- a way to place walkways in our bases.
But eventually I'd like them to give you (or your vehicles) a slight speed boost.
I also want to add parking lots, because I need somewhere to park my tanks.
But eventually I'd like them to give you (or your vehicles) a slight speed boost.
I also want to add parking lots, because I need somewhere to park my tanks.
- Sat Nov 22, 2014 8:29 pm
- Forum: Show your Creations
- Topic: Tired of babysitting expansions? Auto-supply w/ trains!
- Replies: 20
- Views: 31782
Re: Tired of babysitting expansions? Auto-supply w/ trains!
Yup, that's what I do. I have a smart inserter remove the items from the train into a storage chest, then use logistics or wire logic to limit the output to, say, 10 items at a time. I did not know that trains utilized the middle-mouse filter! Neat. I've been doing my rate limiting on the pre-loadin...
- Fri Nov 14, 2014 7:42 pm
- Forum: News
- Topic: Friday Facts #60 - Tests all around
- Replies: 11
- Views: 22004
Re: Friday Facts #60 - Tests all around
I'm presuming that the lower-right GIF is the most recent running animation? That looks a lot better, IMHO. There's more obvious body sway and the motion reads much better now at further distance. I shrunk the GIF down in my browser to get an idea of what it would look like at even maximum game zoom...
- Fri Nov 14, 2014 5:19 am
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 46960
Re: Version 0.11.2
Errr, I spoke too soon. I'm having crash and de-sync issues. Trying to nail down why... Update: Can't really nail it down. I think our latency was set too low? We had a massive biter attack and the game consistently crashed when they rushed our walls. We tried a few times, crash every time (log had ...
- Fri Nov 14, 2014 4:39 am
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 46960
Re: Version 0.11.2
Wow, nice update! Thanks for hammering that out so fast.
All the little crash/desync issues I've found have been addressed.
All the little crash/desync issues I've found have been addressed.
- Thu Nov 13, 2014 12:51 am
- Forum: Multiplayer
- Topic: Player Interaction and Communication
- Replies: 10
- Views: 14320
Re: Player Interaction and Communication
I recommend you add a colored arrows pointing down at all player avatars when ALT key is used to display more detail. I also agree that the drawing mode for the map would be insanely useful. I also think we need a beacon system. The ability to drop a marker on the map that flashes for a few seconds ...
- Sat Nov 08, 2014 7:25 pm
- Forum: General discussion
- Topic: Factorio IS on Steam!
- Replies: 2
- Views: 2233
Re: Factorio IS on Steam!
I do that because I can use F12 to send screenshots to my Steam friends.
A few have been curious about the game because of that.
A few have been curious about the game because of that.
- Sat Nov 08, 2014 7:03 pm
- Forum: General discussion
- Topic: Experiences with multiplayer
- Replies: 14
- Views: 6648
Re: Experiences with multiplayer
How about difficulties for dying just like Terraria got it? I agree with this. I don't particularly agree with the "well, in SP you just die completely, the end" argument. Because if I die in SP, I just reload a save and keep playing. I've effectively lost nothing but some time. In SP, I ...
- Sun Nov 02, 2014 11:06 pm
- Forum: General discussion
- Topic: The new char models look great, but animation not that much
- Replies: 5
- Views: 2769
Re: The new char models look great, but animation not that m
I noticed that too. There's not enough head and torso bob. There's some, but it's only visible when you zoom in fairly close. I think the motions need to be exaggerated more, so that the torso/head bob is more prominent when zoomed out. Otherwise, yes it does look like the character is just sitting ...