Search found 38 matches
- Mon Aug 01, 2016 3:09 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 287141
Re: [MOD 0.13.9] Robot Army. 0.2.0
Okay, yes, I like. Very nifty. I had another idea too. The droid barracks can be upgraded. The different levels of the barracks allow different distances that the droids will go. But really, whatever you do is awesome. I am happy right now :D Being able to configure the Assembler with a 'hunt dista...
- Fri Jul 22, 2016 1:32 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110463
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Interesting thoughts on the evolution rate. I am thinking I could make the evolution rate grow more slowly until certain techs are unlocked (blue science), then spike up the rate? Not sure, but I agree there is definitely some balancing improvements needed. I definitely intended the nests to be mor...
- Thu Jul 21, 2016 12:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110463
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
So... I've been playing with Misanthrope with a friend for the past twenty or so hours, and a few observations; 1. I'm not sure if its our settings (which are on normal by the way) but Biter/Spitter bases seem to be much, MUCH smaller and spaced out. A lot of the time we find attacks coming from bey...
- Tue Jul 19, 2016 3:19 pm
- Forum: General discussion
- Topic: [Poll] How should the enemies be called?
- Replies: 75
- Views: 27777
Re: possible names for "the enemy"
Nauvis? You aren't in Cansas anymore :) I'm curious, I've heard this name around the forums and on Reddit before, in fact I seem to recall a mod named after it (Infinite Nauvis or something, basically a 'newgame +' mod that regenerates the map with the current player character, sans anything that u...
- Thu Jul 14, 2016 1:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 26361
Re: [MOD 0.12.x, 0.13.x] Honk!
I have to say, I love this mod, it adds so much life to my factories actually hearing trains arriving and leaving the station from a distance. I do have a small suggestion though; why not make this a generalized vehicle mod and give cars and tanks their own horn too? (Triggered by the same button as...
- Thu Jul 14, 2016 1:28 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100360
Re: Fight
Sadly my post contains more than one suggestion and as ssilk will probably chime in, someone's been there and suggested it before.Shin wrote: Now this sounds really cool! You should write that in the suggestions.
- Thu Jul 14, 2016 1:25 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 151806
Re: RTS direction
You know what would be cool? Combat Roboports and Capsule Dispensers.
The new models for the Defender/Distractor/Destroyers look great, so why not give them some more usage by allowing us not just to automate their production, but also their deployment.
The new models for the Defender/Distractor/Destroyers look great, so why not give them some more usage by allowing us not just to automate their production, but also their deployment.
- Thu Jul 07, 2016 3:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 122149
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Damn that looks good! Almost makes me wish it was a part of the base game XDV453000 wrote:
- Mon Jul 04, 2016 3:46 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 287141
Re: [MOD 0.13] Robot Army. 0.1.42 Alien Artifact Collection!
We're having issues with the Loot Chest in Multiplayer; namely, if we put one down and then have to move it/remove it for whatever reason, we can't place a new one... It just consumes our resources when we place it and says something along the lines of 'You can only have one Loot Chest'. In short, w...
- Sun Jul 03, 2016 2:55 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100360
Re: Fight
You know what would be even cooler than new bugs and even more overpowered ways to defeat them? More engaging Biter behavior... At the moment, the bugs feel more like an encroachment on the planet than we do, at least we have the option of whether or not we become the biggest b*stard on the planet, ...
- Sun Jul 03, 2016 2:43 pm
- Forum: General discussion
- Topic: THAT MOD Should be in the base game…
- Replies: 17
- Views: 6380
Re: THAT MOD Should be in the base game…
Honestly... To list but a few that I feel that were design oversights with the current state of the game; Fully Automated Rail Layer (aka FARL) in wake of the recent Train Revamp. An actual 'Flame Tank'. A solution to the rather... Quirky, ground vehicle controls. And a way to literally one-up the B...
- Sat Jul 18, 2015 12:36 am
- Forum: News
- Topic: Friday facts #95 - 0.12 Release today
- Replies: 106
- Views: 68441
Re: Friday facts #95 - 0.12 Release today
When do we get steam keys? That's not going to start until 0.12 is declared 'Stable' and released on Steam, which will likely take more than a few weeks, then they have to go through the Greenlight process (or alternatively get in touch with Valve themselves, given Factorio is a lot more than just ...
- Wed Mar 04, 2015 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Planes!
- Replies: 7
- Views: 4249
Re: Planes!
It's been suggested before and I believe there already exists mods relating to this (including a 'step by step modular bomber'.) Personally, I would much rather see a small two-man Gyrocopter implemented into the game instead for the sheer purpose of traversing those otherwise-impassible lakes and r...
- Mon Mar 02, 2015 8:37 pm
- Forum: General discussion
- Topic: Endgame concerns[POLL]
- Replies: 46
- Views: 21084
Re: Endgame concerns[POLL]
I didn't vote, because no given point fits my opinion. I think the whole idea isn't ready to judge it. I'll wait some FFF's until I make my call ;) Till now i'm fine with the course Factorio is taking. My only concern is, that it's going to be "space-heavy". I don't like space games... I ...
- Thu Feb 12, 2015 2:36 pm
- Forum: Balancing
- Topic: Mattyrogue's Thread of Balance Ramblings (And Suggestions)
- Replies: 8
- Views: 16448
Re: Mattyrogue's Thread of Balance Ramblings (And Suggestion
Yeah, I will admit now quickly that most of this is in reference to my Multiplayer Experiences with 0.11.14 Thank you for the efforts. My critics is only to help you. Hey ssilk! Thanks for the critique. Admittedly I did mix a fair bit of my own suggestions into the balancing thread too, believing th...
- Wed Feb 11, 2015 6:04 pm
- Forum: Off topic
- Topic: What's actually happening on the planet
- Replies: 6
- Views: 11561
Re: What's actually happening on the planet
Oooh, I'll have to give that a look.
- Wed Feb 11, 2015 3:02 pm
- Forum: Balancing
- Topic: Mattyrogue's Thread of Balance Ramblings (And Suggestions)
- Replies: 8
- Views: 16448
Mattyrogue's Thread of Balance Ramblings (And Suggestions)
So... I've clocked about fifteen hours on Factorio so far, and look forward to clocking in some more time, but there are several, quite significant problems I've begun to notice with the balancing in this game so far, this thread will try to chronicle them and also take in feedback from others; Play...
- Wed Feb 11, 2015 2:20 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 298224
Re: Thank you (Make the dev-team happy today!)
First Post here and I'm christening it on the "Thank You" Train. I hope I can give some useful feedback and design input to this lovely, retro-bit styled game. Maybe even give you guys a little spike in players too as I'm really enjoying this so far and getting some of my friends into it a...