Holy moly you guys/gals.
This thread made me realize how long I've had fun with this game while making me feel old.
I've actually posted in this thread 3 years ago.
What a time.
Search found 81 matches
- Sat Sep 23, 2017 11:48 pm
- Forum: Balancing
- Topic: Radar scanning (and re-scanning) speed
- Replies: 35
- Views: 28857
- Fri Jun 23, 2017 2:52 pm
- Forum: General discussion
- Topic: what the point researching robot speed ? (infinite research)
- Replies: 8
- Views: 4913
Re: what the point researching robot speed ? (infinite research)
The point of robot speed research is to make robots move faster. If you feel that they're fast enough, don't research it. Alas, since a player can easily outrun the construction robots sent from his own roboport, faster robot movement is quite useful. Also, faster movement means less time per full t...
- Wed Jun 21, 2017 5:44 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 106115
Re: Fight
I, too, agree that the combat/biter part doesn't feel quite there yet. And I don't think that this is something that can be "fixed" by tweaking numbers, or adding to the already existing catalouge of weapon systems. I feel that there is a lack of a sense of what I'd call "interactive ...
- Wed Jun 21, 2017 3:23 pm
- Forum: Balancing
- Topic: Defender robots OR: red-headed stepchildren of rebalancing
- Replies: 5
- Views: 3327
Re: Defender robots OR: red-headed stepchildren of rebalancing
Defender robots are actually a weapon you can fire in my mods. I will admit though, that since they changed the personal laser defence (in your suit) to be 15 times as powerful as it used to be, Yes, 15 times! everything else just seems, underwhelming by comparison. I think they made it too strong....
- Fri Jun 16, 2017 4:56 pm
- Forum: Ideas and Suggestions
- Topic: add a random / unique number combinator
- Replies: 26
- Views: 9416
Re: add a random / unique number combinator
Hence the need for "unique number combinator". A random (or pseudo-random) number doesn't guarantee a unique number. For once, because (as you have noticed yourself) using the same blueprint/seed leads to the same sequence of numbers, making them non-unique, but also, because even a true ...
- Fri Jun 16, 2017 3:28 pm
- Forum: Balancing
- Topic: Defender robots OR: red-headed stepchildren of rebalancing
- Replies: 5
- Views: 3327
Defender robots OR: red-headed stepchildren of rebalancing
Ah, the old and true Defender Capsules, borderline useless ( in my humble opinion ) even before the combat rebalance, and now indirectly nerfed even further... Why is that? Am I missing something crucial? Its damage is now even less than what the piercing bullets used in its recipe would inflict, an...
- Mon Feb 27, 2017 9:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572598
Re: Development and Discussion
Hi Kazuar, If you mean Batteries 2 - here it is: it requires purple science which requires lithium ion batteries!!! So frustrating lol. regards, Well, that is at least the place where the lithium batteries are supposed to be. Looks like some other mod also screwed with the tech tree. :| I'll repeat...
- Mon Feb 27, 2017 1:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572598
Re: Development and Discussion
Well, the tech that unlocks lithium-ion batteries is at least visible on your screenshot - top row, second from the left. Maybe a prerequisite tech thats still missing?madras51 wrote:Here is a screenshot of my tech tree.
- Sat Feb 25, 2017 3:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572598
Re: Development and Discussion
Step 1: Open research screen. Step 2: Type 'filter inserter' into the search bar. Step 3: Follow the tech tree to unlock your filter inserter. What do you mean when you say 'new user'? People who are new to factorio? People who are new to the mod pack. And again, unlocking the recipe is not the pro...
- Fri Feb 24, 2017 9:27 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572598
Re: Development and Discussion
I have been working on a new vanilla mode and some improvements to make localization easier for different configurations of the mods, might be ready for testing at the start of the next week. No one seems to have commented on this, judging from a cursory glance, so: nice :D ! Shame about the loss o...
- Sat Feb 18, 2017 8:02 pm
- Forum: Angels Mods
- Topic: is there tutorial/lets play for anglels + bobs mods?
- Replies: 7
- Views: 8317
Re: is there tutorial/lets play for anglels + bobs mods?
Not a tutorial series, but an ongoing series made by, of course, Arumba himself. Note that the modpacks you can download are for multiplayer servers he maintains for his community, which are in turn "inspired" by his series - there is a slight difference between what he plays with and wha...
- Wed Feb 08, 2017 5:01 pm
- Forum: Angels Mods
- Topic: Angels refining in "Vanilla"?
- Replies: 10
- Views: 7132
Re: Angels refining in "Vanilla"?
Frankly, I hadn't even considered Angels Smelting/Petrochem at that point, but if it were to "combine" properly... that'd be excellent. For the "steel ore", it might simply be yielded by an ore that also returns traces of coal, since again, there aren't that many resources to cho...
- Mon Jan 30, 2017 5:09 pm
- Forum: Angels Mods
- Topic: Angels refining in "Vanilla"?
- Replies: 10
- Views: 7132
Re: Angels refining in "Vanilla"?
Well, vanilla support's dead now, though the description on the mod portal still claims support for vanilla ores, btw. The vanilla version is more than a bit flawed and I don't really improving it, since the focus is on bobs and my own take on an overhaul. I stated several times that I'm myself not ...
- Wed Jan 25, 2017 9:09 pm
- Forum: Angels Mods
- Topic: Angels refining in "Vanilla"?
- Replies: 10
- Views: 7132
Re: Angels refining in "Vanilla"?
I could get away with just crushing and smelting, but at that point, why install the mod in the first place? I mean, that would leave 4 out of 6 ores unused and unusable. Again, I don't have a "problem" with the sorting, my point's the second round of sorting that makes the whole shebang ~...
- Mon Jan 23, 2017 6:03 pm
- Forum: Angels Mods
- Topic: Angels refining in "Vanilla"?
- Replies: 10
- Views: 7132
Angels refining in "Vanilla"?
Hey, first off, thanks for doing and sharing your mods. Just a few hours of playing, and it's already apparent that there has been a lot of effort that went into it, even though I'm only using "infinite ores" and "refining". That said, I seems to me that the balancing for "V...
- Sat Dec 24, 2016 8:00 pm
- Forum: General discussion
- Topic: Shotgun Shells - explained
- Replies: 14
- Views: 6110
Re: Shotgun Shells - explained
I'm in favor of projectile number first, then damage/projectile, 'cause that is the established convention in the industry, much like W+A+S+D is preferred over "special snowflake" layouts like T+F+G+H or something (but that way, you're in the middle of the keyboard with SO MUCH more hotkey...
- Tue Aug 23, 2016 12:25 am
- Forum: Gameplay Help
- Topic: Roboport questions
- Replies: 2
- Views: 1785
Re: Roboport questions
Hello. Straight to the point; are Roboports sharing their robots? Can any robot fly everywhere? Robots will be assigned to any task that is within the Roboport Network Area. The reddish/orange area = logistic robot area, the greenish area = construction area. As long as the reddish areas are touchi...
- Mon Aug 15, 2016 3:07 pm
- Forum: Gameplay Help
- Topic: Change and apply 'biter-settings' midgame?
- Replies: 1
- Views: 4106
Change and apply 'biter-settings' midgame?
Not sure if the topic's for this forum or general disco, but here we go. I'm playing a modded game (including, amongst others, RSO) of Factorio with the latest 0.13 version, and am now noticing, several hours in, that I've left the map generation settings for enemies at default. As a result, I've ha...
- Mon Mar 30, 2015 11:11 am
- Forum: Mods
- Topic: [MOD 0.11.x] Ghosts From the Start
- Replies: 7
- Views: 12395
Re: [MOD 0.11.x] Ghosts From the Start
Just to be clear, when you remove and re-add the mod, you are also reloading Factorio, yes? If by that you mean "First, exit the game completly , THEN fiddle with the mods folder, THEN hit the desktop shortcut again", yes. When you had all the mods activated and caused the crash, did you ...
- Sun Mar 29, 2015 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] "Unexpected error" with mods & map exchange string
- Replies: 1
- Views: 1856
[0.11.19] [kovarex] "Unexpected error" with mods & map exchange string
Related to the following mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8550 I have recently seen an error message saying the following: "Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums." Theref...