Search found 1498 matches
- Tue Jun 28, 2022 10:32 am
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 9118
Re: Weapon Balance
If you use armour piercing rounds on a target with no armour, the piercing has no effect. This is why it remains balanced early because it does no extra damage. Necro aside, no, AP rounds just do more physical damage. It does do significantly more damage against armour because of the flat resist, b...
- Wed Jan 15, 2020 10:51 am
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 37449
Re: Friday Facts #329 - Campaign reassessment
What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were still a number of buildings standing, but power was dead and a lot of the assembly line had been destroyed. That type of hand-holding is great for some players, who like ...
- Mon Jan 13, 2020 10:10 am
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 37449
Re: Friday Facts #329 - Campaign reassessment
Wow, it has been a long time since I played the campaign. I only briefly played the new one, but then realised I had mods enabled that made it impossible to finish xP What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were stil...
- Sun Nov 10, 2019 2:17 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84571
Re: Friday Facts #320 - Color correction
While we're on the subject of night, can we consider increasing the light level that nightvision toggles? Currently there's a weird time of day where it's too dark to see comfortably, but nightvision hasn't enabled itself. We can mod this, but it'd be nicer to have a slider in the options or somethi...
- Sun Sep 29, 2019 9:47 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 52477
Re: Friday Facts #314 - 0.17 stable
(Honestly, blueprints take away far more than belt planning would...) Blueprinting in itself doesn't, I think. The point of blueprinting is along the lines of "if you can do it once, you can do it again" so once you find a nice setup you can blueprint it and use it next time without havin...
- Mon Nov 12, 2018 5:16 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 52353
Re: Friday Facts #268 - The modern Biter
Yeah, the basics are there. Tough melee brawlers, feeble ranged %&$!ers, slowly get more powerful until there's also a damage sponge. I guess you could also add a "hunter" that doesn't care about pollution but that will try to kill the player on sight, but it would just make the game m...
- Wed Sep 26, 2018 9:06 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 45199
Re: Friday Facts #261 - Performance + New player interaction
This might help you to understand : https://forums.factorio.com/viewtopic.php?p=357145#p357145 The question is : should the game be designed for the 5-ish % of the population who has some kind of colour blindness in mind ? I don't realize how much an effort it would be for the devs to add ... whate...
- Mon Sep 24, 2018 12:40 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 45199
Re: Friday Facts #261 - Performance + New player interaction
https://us1.factorio.com/assets/img/blog/fff-261-current-tutorial-2.png Please stop using red over green and brown, those arrows are very difficult for me to see. Additionally in this situation, red is generally an indicator of "something is wrong" and could potentially be misinterpreted....
- Fri Aug 31, 2018 10:40 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 67059
Re: Friday Facts #258 - New autoplace
It did seem like one oil setting would give you 2 oil wells within 200 tiles and the next setting up would give you 30. Finer controls will definitely be appreciated. Perhaps a lot of the problems came from the "exploration" side however. The range of a Radar isn't actually that far when i...
- Fri Aug 17, 2018 3:00 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 53121
Re: Friday Facts #256 - The little things 3
Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base This. Also good to see future players won't do what I did when I opened my production statistics ...
- Wed Aug 01, 2018 9:50 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 35755
Re: Aren't construction bots available too late?
What are we, a bank? "We won't give you a loan until you can prove you don't need it." There's no bank in factorio... While I don't care to try to convince you that arduous repetitive tasks past the 15th playthrough are not fun in any way, I do have to point out that you COMPLETELY missed...
- Mon Jul 30, 2018 4:11 pm
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 35755
Re: Aren't construction bots available too late?
Yeah but they don't come up in Steam. Mainly the 20mill Electronic Circuit one is painful, it's difficult to actively try to get. I mean you can, but really what's the difference between that and just building a big factory? Everything needs circuits. Perhaps a flag could be included in a mod that s...
- Mon Jul 30, 2018 10:05 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 35755
Re: Aren't construction bots available too late?
Initial cost being high is not really an issue, and the usability is tremendously high. The same thing about prohibitive entry cost can be said about solar panels, MK3 modules and beacons. I tried Solar Panels post-nuclear update, they are also quite painful to build since science now requires a LO...
- Mon Jul 23, 2018 9:28 am
- Forum: General discussion
- Topic: logic behind requester chest amount when pasted
- Replies: 16
- Views: 7358
Re: logic behind requester chest amount when pasted
Hmm, I can see the logic behind both arguments, though personally if I put a blueprint down I expect those 400 Transport Belts to already be built and in a chest - I think when I hit Express Belts I stockpile 2,000 belts, 200 Underground Belts and 50 Splitters, the same goes for all my nuclear stuff...
- Fri Jul 20, 2018 1:58 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 48172
Re: Friday Facts #252 - Sound design & Map editor
I tried to use the map editor a few months ago, found a ton of just little annoyances (try creating a "pool" of nothingness and see what it does to the map) and gave up. It was unintuitive, clunky, and the process of loading in to playtest was a pain for fine-tuning. Glad to see it's getti...
- Thu Jul 19, 2018 4:44 pm
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 35755
Re: Aren't construction bots available too late?
I don't necessarily mind the required ingredients, oil isn't hard to get and you only need 1 Refinery to make your first few bots - put the blueprint down and manually place the first one, it's only a little fiddly. My problem with them is their initial cost vs usability. They're not so bad from sta...
- Mon Jul 16, 2018 4:34 pm
- Forum: Balancing
- Topic: wood stacking raw vs cut
- Replies: 5
- Views: 3973
Re: wood stacking raw vs cut
No, the biggest consideration is using bots to clear trees. It used to stack to 50 but it was a real pain with how often you had to clear your inventory. I thought it was 200 now? Been a while since I played, maybe that was Bob's Mods.
- Tue Jul 10, 2018 4:00 pm
- Forum: Balancing
- Topic: Robot follower count is silly.
- Replies: 10
- Views: 7862
Re: Robot follower count is silly.
Unfortunately it's not likely to get any better, they already did the combat rebalance. It's certainly an improvement but it's still not great.
- Wed Jul 04, 2018 9:04 am
- Forum: Balancing
- Topic: Robot follower count is silly.
- Replies: 10
- Views: 7862
Re: Robot follower count is silly.
Damage only gets to 100% bonus after a considerable science investment, and after that a measly 30% bonus for infinite research starting at 1,000 of each pack and doubling for each level from there. On the other hand, for the same research investment (in lower tier science packs) to get damage to 10...
- Fri Jun 29, 2018 4:04 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 62217
Re: [0.12.29] Starting in the middle of an ocean
Yeah, it's an old issue, but one common to procedurally generated maps, especially when it includes impassable terrain. It would take some pretty complex calculations to check for this sort of thing, which would slow down the map speed and take time to develop. Overall it's a pretty rare and low-imp...