Search found 263 matches

by V453000
Sun Mar 03, 2019 10:35 pm
Forum: Balancing
Topic: Behemoth worms don't seem to differ from Big worms
Replies: 17
Views: 5431

Re: Behemoth worms don't seem to differ from Big worms

Their range and damage is significantly higher. They could get more health just to make it clearly different I guess.
by V453000
Fri Mar 01, 2019 11:43 am
Forum: Balancing
Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
Replies: 25
Views: 7697

Re: 0.17.3 Default enemy difficulty is kinda ridiculous

Using explosive cannon shells is massively helpful. With those the tank is very efficient at killing bases with Medium worms. Alternativelly, the rocket launcher is excellent as it can outrange medium worms completely, but needs some backup vs. the attackers - combat robots work best for this but fl...
by V453000
Fri Mar 01, 2019 9:50 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Portable Fusion Reactor research dependency
Replies: 4
Views: 3023

Re: [0.17.3] Portable Fusion Reactor research dependency

Wow how have I missed those. Thank you for the report. Fixed in next version.
by V453000
Fri Mar 01, 2019 9:24 am
Forum: Not a bug
Topic: [0.17.3] Research order
Replies: 1
Views: 563

Re: [0.17.3] Research order

This is intended, having the science pre-requisites in ALL of the places where it just introduces a new tier of a number upgrade would make tech tree much more messy. I will experiment with it but I believe I already have tried that a long time ago.
by V453000
Thu Feb 28, 2019 6:03 pm
Forum: Not a bug
Topic: [0.17.2] Trivial, Graphics: Belt moving away is drawn on top.
Replies: 1
Views: 817

Re: [0.17.2] Trivial, Graphics: Belt moving away is drawn on top.

Intended, not possible to fix. There is nothing wrong about Escher. <3
by V453000
Thu Feb 28, 2019 12:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Small worm fluid consumption
Replies: 6
Views: 4619

Re: [0.17.2] Small worm fluid consumption

Missed that, thanks!
by V453000
Thu Feb 28, 2019 11:45 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Small worm fluid consumption
Replies: 6
Views: 4619

Re: [0.17.2] Small worm fluid consumption

I knew I fixed it, but apparently not on small worms. Thank you very much for the report, fixed in 0.17.3.
by V453000
Wed Feb 27, 2019 10:15 am
Forum: Resolved Problems and Bugs
Topic: [0.17] Unknown key: "technology-description.electric-inserter" in campaign
Replies: 4
Views: 1581

Re: [0.17] Unknown key: "technology-description.electric-inserter" in campaign

OMG :D Sorry I copy-pasted a reply to other 3 duplicates :D Yes, here I just fixed the locale :D sorry.
by V453000
Wed Feb 27, 2019 9:31 am
Forum: Resolved Problems and Bugs
Topic: [0.17] Unknown key: "technology-description.electric-inserter" in campaign
Replies: 4
Views: 1581

Re: [0.17] Unknown key: "technology-description.electric-inserter" in campaign

Duplicate of https://forums.factorio.com/viewtopic.php?p=401129 . Thank you for the report, addressed - Lab Research Speed 1 is moved to Automation 2, and all other number-upgrade technologies have their first tier require all the science packs. Infinite researches are specific and get Space science...
by V453000
Wed Feb 27, 2019 9:27 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] There is inconsistency in research order
Replies: 6
Views: 4074

Re: [0.17.1] There is inconsistency in research order

Thank you for the report, addressed - Lab Research Speed 1 is moved to Automation 2, and all other number-upgrade technologies have their first tier require all the science packs. Infinite researches are specific and get Space science pack pre-requisite, so you can easily see what the Space science ...
by V453000
Wed Feb 27, 2019 9:26 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Lab Research Speed 1 is available to research before unlocking required Logistic science pack
Replies: 2
Views: 697

Re: [0.17.1] Lab Research Speed 1 is available to research before unlocking required Logistic science pack

Thank you for the report, addressed - Lab Research Speed 1 is moved to Automation 2, and all other number-upgrade technologies have their first tier require all the science packs. Infinite researches are specific and get Space science pack pre-requisite, so you can easily see what the Space science ...
by V453000
Wed Feb 27, 2019 9:25 am
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Electric Inserters research tooltip error
Replies: 1
Views: 1726

Re: [0.17.0] Electric Inserters research tooltip error

Thank you very much for the report, fixed in 0.17.2.
by V453000
Sun Feb 24, 2019 10:17 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156747

Re: Friday Facts #283 - Prepare to Launch

Even if just a bit of stuggle was moved ahead from first steps of refinery stage of the game, all the rest still piles up due to red circuits alone - NOT due to easily expandable fluid tanks filling up. I honestly don't understand your complaint. I already have to set up oil processing to make blue...
by V453000
Sat Feb 23, 2019 6:46 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156747

Re: Friday Facts #283 - Prepare to Launch

So, during playtesting no issues were observed with much harder progressing into blue science? I haven't tried the mod that changes the recipes for 0.16, but is 1 solid fuel and 0.5 advanced circuits really that "much harder" than 1 electric mining drill? It is - it requires even more set...
by V453000
Fri Feb 22, 2019 7:30 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156747

Re: Friday Facts #283 - Prepare to Launch

The new rocket silo looks good, but it would be even better if the lights kept flashing all the time (and maybe a bit slower, to feel more "heavy"). Also the abrupt linear upwards movement and stopping of the rocket looks a bit fake, like it doesn't have any weight. Would it be possible t...
by V453000
Fri Jan 25, 2019 6:59 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76540

Re: Friday Facts #279 - Train GUI & Modern Spitter

provet wrote:
Fri Jan 25, 2019 6:52 pm
Will the new ranged attack slow vehicles as well?
Yes, but a bit differently than the player. It decreases traction (the same thing concrete increases) and maximum speed (the same thing better fuel increases), or something like that.
by V453000
Fri Jan 18, 2019 8:48 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66506

Re: Friday Facts #278 - The new quickbar

When you have to lift your entire left hand away from WASD, a quickbar is no longer quick. You were entirely right when you made your initial binding decisions and it's sad to see such a good break from convention get discarded because it hit a small conflict from a new feature- a conflict that cou...
by V453000
Tue Jan 08, 2019 3:19 pm
Forum: Translations
Topic: Plurals in technology names
Replies: 6
Views: 4467

Re: Plurals in technology names

I like the megalomaniac idea of Rocket silos, but that sounds really odd. :D
by V453000
Sat Jan 05, 2019 8:09 am
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 22165

Re: 0.17+ mining & smelting numbers

Electric mining drills: - I don't think balancing a drill compared to the belt is necessary, and 30 is already a nice number. What does your suggestion try to achieve? "Just" a buff? Plate smelting recipe: - I did actually have this one in my spreadsheet as well, but it's important to note...

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