I kind of agree that that Compilatron takes away some of the mood of the game about being stranded alone.
Is it possible to alter Compilatron so that it doesn't feel like Compilatron is your companion? Something that makes you not get attached to it?
Search found 169 matches
- Fri Sep 28, 2018 8:46 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52971
- Sat Jun 30, 2018 1:59 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 71298
Re: Friday Facts #249 - Dead end exploration
Is it possible to implement multiple options at the same time and let the players choose what works best for them?
- Sun May 20, 2018 6:27 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60233
Re: Friday Facts #243 - New GUI tileset
Nice! I prefer bumpy UI over flat one.
- Tue Dec 19, 2017 12:46 am
- Forum: Show your Creations
- Topic: +250k satellites, +1570 mining productivity, 4,5k SPM
- Replies: 17
- Views: 13362
Re: +17000 satellites send, +600 mining productivity researched
So you long do you have to play for 600 mining productivity to pay off the resources and time spent on that research?
- Mon Dec 18, 2017 11:31 pm
- Forum: Releases
- Topic: Version 0.16.6
- Replies: 14
- Views: 17191
Re: Version 0.16.6
Tried "check for updates". No new updates available.
- Sun Aug 20, 2017 7:48 am
- Forum: General discussion
- Topic: Resource costs of infrastructure vs research?
- Replies: 2
- Views: 1365
Resource costs of infrastructure vs research?
In a mid-game factory, how many resources I have to use for research rather than making new buildings?
I need to know for...mining productivity calculation purposes.
I need to know for...mining productivity calculation purposes.
- Sun Aug 20, 2017 7:40 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1004639
Re: Factorio Roadmap for 0.16+
Actually, dirty mining is a better idea than mining productivity. At least with current kind of mining productivity update rate.cpy wrote:Good call on dirty mining, we already have mods for dirty mining so yeah, optimization is a way to go! New TG and artillery train, i can't wait to see that!
- Sun Aug 20, 2017 6:29 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40171
Re: Friday Facts #204 - Another day, another optimisation
Are these 2% improvements cumulative rather than separate, unlike mining productivity upgrades?
- Tue Jun 06, 2017 5:37 pm
- Forum: General discussion
- Topic: infinite research cost and effect (math!)
- Replies: 17
- Views: 16909
Re: infinite research cost and effect (math!)
So if you want mining productivity 1, you need 2250 iron ore and 750 copper ore.
For mining productivity upgrade 1 to break even, how much and for how long do all the miners have to mine?
For mining productivity upgrade 1 to break even, how much and for how long do all the miners have to mine?
- Sun Jun 04, 2017 12:05 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1004639
Re: Factorio Roadmap for 0.15 + 0.16
Mining productivity is not really the best option at least in its current form. In order to double the ores gotten from mines, you need mining productivity to be 50. That gobbles up enormous amount of resources and you probably need even more time for extra resources gotten from productivity to bala...
- Sat Jun 03, 2017 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Add "looking at the map" player animation.
- Replies: 2
- Views: 886
Add "looking at the map" player animation.
Is it possible to add a player animation where the player is looking at a map. Would be useful in multiplayer, especially when driving a tank and knowing which players won't probably move.
- Sat May 27, 2017 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Add new placeable map icons on the map (e.g. biters).
- Replies: 1
- Views: 850
Add new placeable map icons on the map (e.g. biters).
0.15 added a the ability to place icons on a map. Currently, you can place item and signal icons.
Some more placeable icons would be desirable.
Namely:
1. Biter, spitter and worm icons.
2. Stock alert icons (the exclamation mark one for an example).
Some more placeable icons would be desirable.
Namely:
1. Biter, spitter and worm icons.
2. Stock alert icons (the exclamation mark one for an example).
- Sun May 21, 2017 7:13 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 52497
Re: Version 0.15.12
Would it be possible to make an intermediate zoom level between full view and zoomed out map view. The one where every building is represented by a static crafting icon of the item instead of a colored dot?
This wouldn't slow the computer down much yet it would still allow placing blueprints.
This wouldn't slow the computer down much yet it would still allow placing blueprints.
- Fri May 19, 2017 8:41 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 152306
Re: Friday Facts #191 - Gui improvements
With the amount of pure input/output slots in Factorio, it might be worth considering giving them some visual differentiation to make them inherently intuitive to new players, like a different border around the item box. Something like [img]image[/img] [img]image[/img] /rip cursor, hopefully your s...
- Fri May 19, 2017 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Dirty mining features ideas
- Replies: 9
- Views: 5249
Re: Dirty mining features ideas
I would suggest something similar to Angel Ore's mods. This means you can actually get more out of same amount of stuff but you need more complicated product chain. Also, one thing to note that depending on the nature of the resource. Machines mining a constant infinite resource patch benefit from h...
- Fri May 19, 2017 8:17 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 152306
Re: Friday Facts #191 - Gui improvements
Aside from "Place a ghost when you run of items", what about an option "Place a ghost when you're too far/when you're too close/something is in a way" option?
- Thu May 18, 2017 8:04 pm
- Forum: Implemented Suggestions
- Topic: Change "resource settings" options to sliders rather than drop down menus.
- Replies: 3
- Views: 1156
Re: Change "resource settings" options to sliders rather than drop down menus.
That might actually be a better idea.
- Thu May 18, 2017 2:32 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 56320
Re: Factorio gave me a perfect spawn location (not)
What are bitters? I've seen so many people mentioning them.
- Thu May 18, 2017 1:20 pm
- Forum: General discussion
- Topic: Has anybody tried playing the game with resources set to "very poor"?
- Replies: 5
- Views: 2675
Has anybody tried playing the game with resources set to "very poor"?
And if so, how difficult it is to play and launch a rocket?
- Thu May 18, 2017 1:19 pm
- Forum: Implemented Suggestions
- Topic: Change "resource settings" options to sliders rather than drop down menus.
- Replies: 3
- Views: 1156
Change "resource settings" options to sliders rather than drop down menus.
Currently, when you start a new game and select how much resources you want to have, you have to click twice for each resource setting as you first need to bring down a drop-down menu and then click what you want it to be.
Wouldn't sliders be more convenient?
Wouldn't sliders be more convenient?