Search found 41 matches
- Fri Sep 11, 2020 11:32 am
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 27939
Re: I can't beat it...
I am just curious, did biter/spitter strength or their evolution get bumped up in the last 6-9 months? I didn't play for a while in the run up to 1.0. Thanks in advance for your replies. I'm a fan of hardcore mode as well, around 4 months ago I've beaten DWM w/ desert / no laser / no solar / no log...
- Mon Jun 22, 2020 2:57 pm
- Forum: Show your Creations
- Topic: I've beaten the toughest!
- Replies: 6
- Views: 3744
Re: I've beaten the toughest!
Well fine... Definitely a challenge, but it has some weaknesses. deathworld.jpg Looks weird, how come the bases are that huge around the starting area? Did you modify the deathworld-marathon settings? Btw, does a map seed also include game settings? Gonna give it a go after work! ;] lol, its not ju...
- Mon Jun 22, 2020 12:49 pm
- Forum: Show your Creations
- Topic: I've beaten the toughest!
- Replies: 6
- Views: 3744
Re: I've beaten the toughest!
Looks weird, how come the bases are that huge around the starting area? Did you modify the deathworld-marathon settings? Btw, does a map seed also include game settings?
Gonna give it a go after work! ;]
- Thu Jun 18, 2020 5:30 am
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 31196
Re: Friday Facts #349 - The 1.0 plan
Do you guys know anything about what will be the scope of Final game balancing in the roadmap ? I'm really curious and hope there will be some adjustments made to energy modules, in normal gameplay they aren't used at all however in deathworld scenarios they are super OP. I've created a scenario for...
- Sat Jun 06, 2020 8:26 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 68145
Re: Friday Facts #214 - Concrete rendering
Leaving the grass there by default is intended by the devs. In 0.18 you can get rid of it by using explosives: https://www.factorio.com/blog/post/fff-343 Thanks for poiting me to the explosive update. It would be nice to have a bigger explosion effect - only on the destroyed decoratives of course. ...
- Thu Jun 04, 2020 5:04 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 68145
Re: Friday Facts #214 - Concrete rendering
Ok, here is an idea. GET RID OF THE GRASS ETC. Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain. Sorry for necr...
- Sun May 31, 2020 2:03 pm
- Forum: General discussion
- Topic: What are some good ways to make the first ~4 hours of a Factorio game fun?
- Replies: 16
- Views: 6157
Re: What are some good ways to make the first ~4 hours of a Factorio game fun?
I’ve started so many games of Factorio that I dropped within a couple hours because the beginning is so frustrating. I just don’t like throwing down burner miners and shepherding coal around for more than about 5 minutes. What are some ways you’ve found to either make it faster or fun-er? Everythin...
- Sun May 31, 2020 12:35 pm
- Forum: Show your Creations
- Topic: I've beaten the toughest!
- Replies: 6
- Views: 3744
I've beaten the toughest!
I know it's a bit of a clickbait title, but let me summarize the scenario which I've just completed: hardcore, because I've used save/load game functionality only to continue my play, and I've never died during the play-through (this was my 7th try) setting -> deathworld marathon quite big of a dese...
- Sun May 10, 2020 7:11 am
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13491
Re: Car aligns to cardinal directions
Yeah. As long as it takes, use this mod: Better vehicle control https://forums.factorio.com/forum/viewtopic.php?f=87&t=8976 (Which reminds me to go through all 0.11 mods, that are meanwhile converted :) ) Bumping this rather than suggesting again. Would love to see something like this in base g...
- Sun Apr 19, 2020 9:32 am
- Forum: Gameplay Help
- Topic: Does pollution affect possible expansion locations?
- Replies: 2
- Views: 997
- Sat Mar 28, 2020 9:18 am
- Forum: Gameplay Help
- Topic: Does pollution affect possible expansion locations?
- Replies: 2
- Views: 997
Does pollution affect possible expansion locations?
Quote from the Wiki - Enemies#Expansions
2. If an area is polluted is it still suitable for expansion?
1. Is it somewhere documented what suitable means (with exact conditions)?This group will search for a suitable spot that's 3-7 chunks away from existing bases.
2. If an area is polluted is it still suitable for expansion?
- Tue Mar 17, 2020 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
- Replies: 8
- Views: 4690
[0.18.13] Character GUI misses `Logistics` tab after upgrade
I've posted this into the release topic, but this seems to be a better place for it: Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` t...
- Tue Mar 17, 2020 6:18 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26591
Re: Version 0.18.13
Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is already researched. T...
- Tue Feb 18, 2020 10:17 am
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 9
- Views: 4500
Re: Make difficulty based achievements
tl;dr; Sorry for necrobump, +1 for this idea (I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.) It would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who likes...
- Tue Feb 18, 2020 10:06 am
- Forum: Questions, reviews and ratings
- Topic: Is there a mod for one-life-only mode?
- Replies: 4
- Views: 1624
Re: Is there a mod for one-life-only mode?
I'm looking for a mod which does something similar like: * disables game save/load and only allows continue * displays a "You've lost" message if you die and deletes that game (so you can't continue) I'm also open for ideas, if this is possible to do w/ a mod, maybe I get my hands dirty t...
- Mon Feb 17, 2020 6:17 am
- Forum: Questions, reviews and ratings
- Topic: Is there a mod for one-life-only mode?
- Replies: 4
- Views: 1624
Is there a mod for one-life-only mode?
I'm looking for a mod which does something similar like: * disables game save/load and only allows continue * displays a "You've lost" message if you die and deletes that game (so you can't continue) I'm also open for ideas, if this is possible to do w/ a mod, maybe I get my hands dirty to...
- Fri Aug 23, 2019 7:17 am
- Forum: General discussion
- Topic: [0.17.66] Is death world marathon hard enough? (green-build)
- Replies: 25
- Views: 14267
Re: [0.17.66] Is death world marathon hard enough? (green-build)
The laser turrets are making it easy after surviving the start phase. Once set up, solar energy is free. So laser turrets are the only defense solution not costing any upkeep. Additionally, they have higher range than normal turrets and don't need any logistics apart from a power line to the next a...
- Fri Aug 23, 2019 2:42 am
- Forum: General discussion
- Topic: [0.17.66] Is death world marathon hard enough? (green-build)
- Replies: 25
- Views: 14267
Re: [0.17.66] Is death world marathon hard enough? (green-build)
I've just seen there is a `Balancing` section on the forum, it might make sense to move this thread there? I did not scroll down enough when posting this thread.
- Fri Aug 23, 2019 2:19 am
- Forum: General discussion
- Topic: [0.17.66] Is death world marathon hard enough? (green-build)
- Replies: 25
- Views: 14267
Re: [0.17.66] Is death world marathon hard enough? (green-build)
Maybe efficiency module should be rebalanced so that the lowest module in the building would determine the maximum possible reduction ? For instance, with at least one lvl1 module efficiency would be capped at -40%, lvl2 : -60%, and you would need only lvl3's for -80% ? Well, thats an idea as well....
- Thu Aug 22, 2019 5:49 pm
- Forum: General discussion
- Topic: [0.17.66] Is death world marathon hard enough? (green-build)
- Replies: 25
- Views: 14267
Re: [0.17.66] Is death world marathon hard enough? (green-build)
Thanks for all the reply guys , I'll try to be as detailed as possible. First of all, this is my map exchange string. There were multiple suggestions how to make the game more diffcult for myself, however I actually like to use what the game offers me and defeat with that toolset. For example , on ...