Search found 109 matches

by mudcrabempire
Tue Feb 19, 2019 2:10 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 35424

Re: Did no one else notice massive nerf of tank in 0.17?

I think tanks are reasonably strong in terms of firepower, especially after investing into some research. What I do think they are not, is tanky (as one might think from the name). They also tend to have issues with large amounts of biters, which tends to happen when you clear nests (though the flam...
by mudcrabempire
Sat Nov 03, 2018 1:49 pm
Forum: Ideas and Suggestions
Topic: Flamethrower turret improvement
Replies: 3
Views: 1526

Re: Flamethrower turret improvement

Flamethrower turrets are already very powerfull (against hordes, as mentioned).
A (more fun than usefull) way to improve them against single targets could be to allow players to manually controll them (maybe remotely? don´t know about that).
by mudcrabempire
Sat Nov 03, 2018 1:36 pm
Forum: Ideas and Suggestions
Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
Replies: 5
Views: 1765

Re: What i would change on Factorio after playing it for one or two -thousand Hours.

@more radars: why not, instead, introduce a (possibly infinite) research that increases radar sight/scan range (and possibly the speed of the long-range scan)?
by mudcrabempire
Fri Nov 02, 2018 1:55 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 37387

Re: Local power connector module for modular armor

"Whenever you think you have a good idea, 5 minutes later you discover someone already had that idea."

Me, 5 minutes ago on another post.
by mudcrabempire
Fri Nov 02, 2018 12:36 pm
Forum: Ideas and Suggestions
Topic: Late stage feedback/balancing/issues
Replies: 15
Views: 3765

Re: Late stage feedback/balancing/issues

Since I missed it when I was reading through the backlog of FFFs and was just shown it, check out https://factorio.com/blog/post/fff-212 .
Whenever you think you have a good idea, 5 minutes later you will realize, someone already had it.

Well, luckily not always..
by mudcrabempire
Fri Nov 02, 2018 12:22 pm
Forum: Ideas and Suggestions
Topic: Late stage feedback/balancing/issues
Replies: 15
Views: 3765

Re: Late stage feedback/balancing/issues

For faster long-distance character movement (if at all), how about planes? Instead of rockets/teleporters? For better personal train control: Maybe add an option (e.g. via a key) to remotely order a train set to manual to move to a certain point? For example: press [key] -> click on rails next to yo...
by mudcrabempire
Fri Nov 02, 2018 11:57 am
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 37387

link personal power grid to factory power grid

I find it slightly strange/irritating that, despite doing exactly the same (producing, storing, transferring and using electrical power) the personal power grid (in modular armor) has no relation whatsoever to the "normal" power grid. I see no reason, why one should not be able to take a w...
by mudcrabempire
Sun Oct 28, 2018 6:53 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 117197

Re: Friday Facts #260 - New fluid system

At the risk of repeating an already posted idea: How about treating the fluid in pipes like items on transport belts? -Stuff that produces fluids unloads it onto the "belt" (into the connected pipe segment). -every pipe segment transfers it´s content to the next at a defined speed. -junkti...
by mudcrabempire
Sun Oct 28, 2018 3:07 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 117197

Pipe mechanics similar to transport belts

[deleted (duplicate from the next post)]

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