Search found 137 matches
- Fri Mar 03, 2017 2:51 pm
- Forum: Implemented Suggestions
- Topic: Map Editor - It's Own Map
- Replies: 7
- Views: 3038
Re: MAP EDITOR - ITS OWN MAP
That would definitely help and I actually wondered why there was no map or minimap in the editor.
- Fri Mar 03, 2017 2:44 pm
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5089
Re: Pollution Problems
You should try hardcore survival https://mods.factorio.com/mods/Mylon/Hardcore_Survival . It do exactly what you wish for being attacked at regular interval. There are a few others mods about ennemies https://mods.factorio.com/?tags=enemies I tried hardcore survival and I can say that the general i...
- Fri Mar 03, 2017 11:10 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Energy Overhaul
- Replies: 6
- Views: 1942
[Request] Energy Overhaul
Hey, a friend of mine and me discussed ideas to make energy a more choice-heavy and meaningful aspect in Factorio as the current binary system. What we need is a mod that does the following things: Moves accumulators further down the research tree (available later) Increases the cost of accumulators...
- Thu Mar 02, 2017 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Make solar panels late game
- Replies: 5
- Views: 2012
Make solar panels late game
TL;DR Solar has barely any disadvantages (free, rather cheap, no pollution), so any new energy that gets implemented will probably not be able to compete. Just make solar (or just accumulators) a late game technology, so that other energy sources can fill the gap between steam and solar. SyncViews ...
- Thu Mar 02, 2017 7:48 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11224
Re: Module Balance (Mostly Efficiency)
Well, I can not say I disagree with you on all those points, but I don't agree with you on them either. As I said, I don't think prod 1/2 and speed 1/2 are balanced. They are just way worse than their T3 counterparts. They might be a lot cheaper to build too, but they feel just not worthwhile. 474% ...
- Thu Mar 02, 2017 7:37 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 105819
Re: Friday Facts #159 - Research revolution
I usually destroy 20 wooden chests of junk each game. They are usually not full, sometimes only one item is in there. But you can also just make a chest (any type) and use that as a garbage container for the whole game. If it's a steel chests I guarantee you it will not get full, ever. Only if you t...
- Thu Mar 02, 2017 10:45 am
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5089
Re: Pollution Problems
I know what you mean... the game should be a bit more overwhelming, dependent on how much attacks you have defeated in a row. Can't tell if you are being sarcastic or not (I assume not, enlighten me). But this was half about balance between maps with lots of trees and maps with little trees and hal...
- Thu Mar 02, 2017 10:18 am
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5089
Re: Pollution Problems
There are 3 ways that alter the evolution of ennemies : -time -pollution -number of ennemies you killed ( or spawns ) not sure on that. Actually what most people do in early/mid game to prevent pollution to affect ennemies is to destroy a large area of spawns ennemies around the base. Killing spawn...
- Thu Mar 02, 2017 9:39 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 105819
Re: Friday Facts #159 - Research revolution
Well you play with a mod and not with the official 15.0. The author created this mod as a playable version of this FFF. Since then the whole concept could have changed and nobody knows but the developers. I don't like to use end products instead of intermediates for science. This makes it unnecessa...
- Thu Mar 02, 2017 1:39 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 105819
Re: Friday Facts #159 - Research revolution
SyncViews and me played some days with the new science packs and we had a bit trouble with them here and there. First, the change to blue science is appreciated. The complexity feels a lot lower and the transition is smoother. However, we had huge trouble to get enough Assembly Machines 2 made. They...
- Wed Mar 01, 2017 10:29 pm
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5089
Pollution Problems
I think the mechanic is generally a good concept, because it has lots of interesting aspects about it. But I also think it comes with a few problems in it's current form. What I think is good about it: It dynamically alters the enemy to your progress (more progress, bigger factory = more pollution, ...
- Wed Mar 01, 2017 9:00 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11224
Re: Module Balance (Mostly Efficiency)
Who cares? I do - either remove them or make them worthwhile. Anything in between is just avoiding the issue. Efficiency 1/2 are good and worthwhile in many situations, but Efficiency 3 is just meh. As for productivity, I agree that it should probably be 5, 7,5 10% or similar - but you should probab...
- Wed Mar 01, 2017 10:26 am
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7909
Re: Factorio Design Issues
I can point out the problems and ways to solve them though, which can help the devs develop a solution. I think that is more helpful. I understand the problem you try to expose : you don't like "build more when need more" Still the solution missing. What for you should they do that will i...
- Tue Feb 28, 2017 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Copy Entity Rotation aswell
- Replies: 8
- Views: 4113
Re: Copy Entity Rotation aswell
https://mods.factorio.com/mods/IronCartographer/CopyAssemblerPipeDirection This mod does exactly this. I'm using it and I love it - while it's not a huge improvement it just feels right and makes the game more pleasant in those situations in which you copy assembly machines with pipes. I posted this...
- Tue Feb 28, 2017 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Improving Car Driving Experience (Steering)
- Replies: 11
- Views: 5513
Re: Improving Car Driving Experience (Steering)
https://mods.factorio.com/mods/binbinhf ... iveRunning
I want to link this mod because it is part of what I suggested (the running part). While I still think it's not super necessary for walking, it would definitely not hurt. I use this mod and I find it feels better than without it.
I want to link this mod because it is part of what I suggested (the running part). While I still think it's not super necessary for walking, it would definitely not hurt. I use this mod and I find it feels better than without it.
- Tue Feb 28, 2017 12:09 pm
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7909
Re: Factorio Design Issues
https://forums.factorio.com/viewtopic.php?f=6&t=3394 You should keep one suggestion per thread as multiple suggestions it's hard to keep discussion about multiple subject in same thread without loosing focus on some suggestion. Also if dev decided to implement one of your suggestion all other s...
- Tue Feb 28, 2017 11:23 am
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7909
Factorio Design Issues
- Work in Progress - TL;DR Things I believe should be high priority after next update and why. By now I've played 250 hours in Factorio. Some of you most definitely have much more. It was more than enough time for me to gather information and see how most if not all mechanics and aspects of the gam...
- Sat Feb 25, 2017 3:00 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92621
Re: [MOD 0.13|0.14] ModuleInserter 0.2.3|1.0.0
I would love to use this mod, but there is no module inserter item. The UI to configure is there, but I can't select entities to be equipped because the item isn't there for it.
- Thu Feb 23, 2017 8:56 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11224
Re: Module Balance (Mostly Efficiency)
I think though we can agree that right now eff 3 has just pretty much no place in the game. Something should change, so that it might find some actual use. Actual numbers aren't that important, that's for the devs to figure out.
The other modules seem pretty fine at least.
The other modules seem pretty fine at least.
- Thu Feb 23, 2017 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Make the water usefull?
- Replies: 13
- Views: 5879
Re: Make the water usefull?
Landfills - if water is in the way.
Otherwise water is a natural wall against biters that they can't destroy. I love being on an island, if it's big enough with enough resources, because you can eventually just wipe out the biters and be left alone if you don't choose to be attacked.
Otherwise water is a natural wall against biters that they can't destroy. I love being on an island, if it's big enough with enough resources, because you can eventually just wipe out the biters and be left alone if you don't choose to be attacked.