Search found 2417 matches
- Thu Aug 16, 2018 8:34 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 32268
Re: Aren't construction bots available too late?
Good observation. If asked I would (general principle and feel is the same, and it's low tech as well). I think I did not considered it when I said 2 to 3 times slower. I'm personally a very bad driver and can't take significant advantage of it, but I assume it's potentially massive, further nullif...
- Sun Aug 12, 2018 10:24 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 64180
Re: Friday Facts #247 - Pricing and its exploits
That would be an impressive achievement !
https://mods.factorio.com/mod/recursive-blueprints
https://mods.factorio.com/mod/recursive-blueprints
- Sun Aug 12, 2018 12:00 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 64180
Re: Friday Facts #247 - Pricing and its exploits
3. Game resources could be more optimized. I had a system with a bunch of steam engines (around 80 of them?) and whenever my system goes over that area, it just slows to a crawl. You're totally right! Why don't the devs ever work on optimization? I think that is factorio's biggest fault. If this ga...
- Sat Aug 11, 2018 6:03 pm
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 32268
Re: Aren't construction bots available too late?
Solution 0 : Building by hand. Solution 1 : going on site, using personal roboport, running around, babysitting construction. Solution 2 : going on site, dropping a temporary roboport, babysitting construction, dismantling roboport and repeat. Solution 3 : open radar view and drop blueprints contai...
- Fri Jul 20, 2018 7:06 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 44560
Re: Friday Facts #252 - Sound design & Map editor
Woo! So many improvements !
Though please, this time, make it so the dead spawners look more distinct from the alive ones !
Though please, this time, make it so the dead spawners look more distinct from the alive ones !
- Mon Jul 16, 2018 6:59 pm
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 32268
Re: Aren't construction bots available too late?
Achievements are separated into unmodded and modded :
https://mods.factorio.com/query/achievements
(for popular mods for instance)
And there even are mods that add new achievements !https://mods.factorio.com/query/achievements
(for popular mods for instance)
- Wed Jul 11, 2018 9:38 pm
- Forum: General discussion
- Topic: [Poll] Battery design that stabilizes 0.16.51
- Replies: 53
- Views: 19832
Re: [Poll] Battery design that stabilizes 0.16.51
Especially since achievements are already separated into unmodded and modded game :
https://mods.factorio.com/query/achievements
(for popular mods for instance)
And there even are mods that add new achievements !https://mods.factorio.com/query/achievements
(for popular mods for instance)
- Fri Jul 06, 2018 8:32 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 64180
Re: Friday Facts #247 - Pricing and its exploits
I think on a very rought scale, you can say there's two type of games, "thought" games and "reaction-time" games, which fundamentally contratict each other so you can't have both at the same time. I like factorio becaues it is a thought type game. I like being able to plan ahead...
- Thu Jul 05, 2018 11:15 am
- Forum: Technical Help
- Topic: The perfect Factorio computer
- Replies: 36
- Views: 17541
Re: The perfect Factorio computer
But 6 is already quite a lot for a game ! How much improvement do you see going from 1 to 2,3,4,5,6 cores?
- Thu Jul 05, 2018 9:56 am
- Forum: Technical Help
- Topic: The perfect Factorio computer
- Replies: 36
- Views: 17541
Re: The perfect Factorio computer
Just how low of a price ? Integrated graphics might be kind of a waste in a full-sized desktop? An older dedicated CPU and GPU might be better? Though I guess that the PC could be built in steps : - first a CPU or motherboard with an integrated GPU. - then latter a better, dedicated GPU - then later...
- Thu Jul 05, 2018 9:49 am
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13598
Re: How to evaluate pollution?
Defending against migrants... that have trouble crossing water... using machine gun turrets... brings up uncomfortable associations !
- Thu Jul 05, 2018 7:24 am
- Forum: Technical Help
- Topic: The perfect Factorio computer
- Replies: 36
- Views: 17541
Re: The perfect Factorio computer
He won't be saving money in the long run if he buys overpriced, top of the line components - (isn't an i7 complete overkill for anyone not with very specific computing work needs? Heck, even an i5 is probably overkill, but might pay off in the long run - and would help with Factorio single core need...
- Wed Jul 04, 2018 9:07 pm
- Forum: Technical Help
- Topic: The perfect Factorio computer
- Replies: 36
- Views: 17541
Re: The perfect Factorio computer
Yeah, I was going to mention liquid cooling too... but then I remembered that I heard that you could get some fairly cheap setups these days - pair it off with parts that overclock well and you might have a budget winner? (Could have been with my setup - got my AMD FX 8320E for only 140€ - but it's ...
- Wed Jul 04, 2018 7:08 pm
- Forum: Technical Help
- Topic: The perfect Factorio computer
- Replies: 36
- Views: 17541
Re: The perfect Factorio computer
OP asks for the best-bang-for-the-buck budget PC.
=> Gets recommended an i7, 32GB of RAM and a 1TB SSD !
=> Gets recommended an i7, 32GB of RAM and a 1TB SSD !
- Tue Jul 03, 2018 10:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Wall sections don't render on the minimap
- Replies: 7
- Views: 2466
Re: [0.15.3] Wall sections don't render on the minimap
Bumping for a request :
Wouldn't slightly changing the default minimap zoom level solve these issues?
(Or would it cause others?)
Otherwise, how can we change the minimap zoom level and/or resize its "window" ? (without changing overall GUI scale)
Wouldn't slightly changing the default minimap zoom level solve these issues?
(Or would it cause others?)
Otherwise, how can we change the minimap zoom level and/or resize its "window" ? (without changing overall GUI scale)
- Mon Jul 02, 2018 7:23 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 72081
Re: Friday Facts #249 - Dead end exploration
Arcania85, an idea was mentioned recently about a "player-mounted" inserter that would auto-place items (with limited range and speed) : https://forums.factorio.com/viewtopic.php?p=369022#p369022 ( There's also the (consumable) Nanobots mod that seems great : https://mods.factorio.com/mod/...
- Mon Jul 02, 2018 7:06 am
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13598
Re: How to evaluate pollution?
1.) Gun Turret / Bullet Damage 2 requires no MilSci, I'd rather compare with Gun Turret/Bullet Damage 3 (100 MilSci each). That's +40% damage each, +96% damage total. For 9.8 damage per shot for normal ammo (5), and 15.68 damage per shot for AP (8). Against a big biter (8/10% physical resistance), t...
- Sat Jun 30, 2018 7:07 am
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13598
Re: How to evaluate pollution?
You cannot use bots in "large quantities", as when you first research them you can only have 1 at once. And the research is pretty damn expensive, at 150 MilSci, and with a lot of pre-requisites (a lot of which require oil to be useful). So by that point, on DeathWorld, you'll be likely fa...
- Sat Jun 30, 2018 6:51 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 212372
Re: ModMyFactory - mod manager and more
Well, indeed, that's what I use... I got it from your GitHub, where it says : https://github.com/Artentus/ModMyFactory#download You can find the latest release of ModMyFactory here. ("here" Linking to the "latest" 1.5.11 version : ) https://github.com/Artentus/ModMyFactory/releas...
- Fri Jun 29, 2018 8:35 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 72081
Re: Friday Facts #249 - Dead end exploration
EDITED EDITED BIS All/None of the above : "Proposal 5" : Default blueprints would be linked to the blueprint library, they could be added to the action bar as a shortcut. Library-linked-blueprints could be transformed into items - which would unlink them from the library - (and vice-versa...