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Oh my god, rails won't suck anymore!
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# ¿ Nov 20, 2015 18:29 |
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# ¿ Apr 27, 2024 18:17 |
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Gibbo posted:Portal sucks anyhow Real edgy.
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# ¿ Dec 11, 2015 14:32 |
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Zephyrine posted:Do we have nuclear weapons yet as an endgame resource drain? Only nuclear thing we've got right now is portable fusion generator.
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# ¿ Jan 7, 2016 16:13 |
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# ¿ Jan 8, 2016 21:00 |
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I do keep wondering when we're going to get barges, motoboats, as well as flying and aquatic enemies, so we can finally do some neat island-hoping based scenarios.
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# ¿ Jan 8, 2016 21:11 |
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Ineptitude posted:That spider is outright terrifying and gives me chills down my spine, the bad kind of chills. No, it's a less crashy alternative to a car. You won't lose anything from not using it.
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# ¿ Jan 11, 2016 15:29 |
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Krysmphoenix posted:Oh hey, new Friday Facts. We're getting achievements and Okay, so that makes flamethrowers once again beat poison bombs for forest clearing.
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# ¿ Feb 12, 2016 22:31 |
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Solumin posted:This is a fun game, and my friend and I am enjoying it immensely. If anyone has been lurking this thread and thinking about buying the game, I highly recommend it. At this point anyone waiting is waiting for the steam release.
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# ¿ Feb 13, 2016 05:33 |
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I had to sperg and total it Things you MUST build manually: 1 small pole -2 wood planks -2 copper wire 1 offshore pump -2 electronic circuits --6 copper wire -1 pipe -1 gear 1 boiler -0 stone furnace(already provided) -1 pipe 1 steam engine -5 gears -5 pipes 1 lab -10 circuits --30 copper cable -10 cogs -4 transport belts --4 cogs - 10 red science -10 gears 1 assembly machine 1 -3 circuits --6 copper wire -5 gears 1 assembly machine 2(no manual construction of components required) which... totals 124. Maybe the cables count as half because you're making 2 each time???
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# ¿ Feb 24, 2016 02:17 |
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Boogalo posted:You can press C to force shoot the bullet weapons and spacebar shoots shotguns in whatever direction your mouse is pointing. I have accidentally and on purpose shot up my coop partner and my base as well as running them over with a tank while they were afk. There's not much point to killing each other (death deletes inventory and power armors) unless you're making separate bases and playing that way but even then, turrets won't shoot at other players yet I don't think. If you enable the dev console for the session you can assign other players to other teams, and then your turrets will indeed shoot them. Not only that they get completely separate research
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# ¿ Feb 26, 2016 21:21 |
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Does anyone know enough about the vehicle mechanics internals to say whether a boat mod would be pragmatically possible?
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# ¿ Mar 1, 2016 16:08 |
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lohli posted:Drive over them, bait them into big piles of laser turrets. quote:personal laser defense modules But not this. Combat shotgun with all the speed and damage upgrades and the best ammo: this is the path to doing good damage to biters. You dump everything into shields and speed when you reach the power armor, because the laser defense can't keep up with the shotgun for dps.
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# ¿ Mar 3, 2016 07:38 |
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Another noob strategy for medium worms: Set an empty turret down to draw agro.
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# ¿ Mar 4, 2016 07:02 |
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Roadie posted:So do any wise goons run multiplayer servers for this game? I did for a while, then went through some poo poo that made me give up. If I brought my server back up, anything you'd like to see, modwise?
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# ¿ Mar 4, 2016 17:28 |
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The other impossible to delegate task is finding new mines and hooking them up.
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# ¿ Mar 5, 2016 04:31 |
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Agent355 posted:Sorry more questions, i keep running into new problems. They're mainly for silly gimmicky things like pretty flashing lights, but a few arbitrary uses: *turning off heavy oil cracking if lube is low *uh *hm.
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# ¿ Mar 13, 2016 05:45 |
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Ciaphas posted:When you said silly gimmicky things with lights, uh, dang you weren't kidding 0.13 will have light color be controllable, FYI
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# ¿ Mar 13, 2016 14:44 |
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Suspicious Dish posted:Does anybody know the expected way to play through the New Hope campaign, where you restore the base and get rails working again? I must have started this campaign four or five times and every time I feel like I'm doing it wrong somehow. Always takes way too long to make all the things I have to put in my car, even with rails going and multiple furnace arrays. Factorio is a slow game. Do build the rails back to the iron and copper mines for extra resources, but that's about it.
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# ¿ Mar 16, 2016 01:59 |
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100% railroad logistics is fun.
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# ¿ Mar 18, 2016 02:54 |
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Ratzap posted:I put a mod pack together to play RSO as a train game. One of the things I picked was a new mod I'd not tried yet My problem with these mods isn't that they complicate things too much, but they complicate things the wrong way, by making there be even more obvious solutions to logistics puzzles, through more options. I've been playing a trains-only logistics game, which means that I have to plan everything around that limitation and increases the puzzle-solving. Or at least did for a while. What I want now is like... cargo boats and planes and runways, so that you can have an island hopping factory.
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# ¿ Mar 19, 2016 18:07 |
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And you missed the level 2 assembler, which must be hand crafted(but all its ingredients can be made in a level 1 assembler)
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# ¿ May 31, 2016 01:54 |
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Critical update, I finally launched my first rocket last night.
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# ¿ Mar 8, 2017 18:05 |
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little munchkin posted:you should launch another Peaceful mode all resources maxed because I'm lazy?
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# ¿ Mar 8, 2017 18:54 |
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zedprime posted:Don't start over. Do it in the current factory, but faster. Nah. I want new achievements.
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# ¿ Mar 8, 2017 19:11 |
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little munchkin posted:nah just keep building more stuff I've done all that before. I've played the game since like... 0.8? I just got bored for a while and never got to the new endgame after the rocket defense went away.
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# ¿ Mar 9, 2017 03:10 |
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I still really want canoes, barges, and docks for an island map. More diversity in logistics challenges would be so awesome
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# ¿ Mar 15, 2017 20:49 |
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Mess with it.
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# ¿ Mar 19, 2017 06:02 |
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Drone_Fragger posted:The challange I always liked was "no hand crafting" using the burner assembler that someone made. Really forced you to actually lay out production for things rather than just mashing the iron pipe button 250 times and then going to get a drink. Got the achievement for that one. Not worth it.
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# ¿ Mar 20, 2017 21:43 |
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Having finally researched and built them: artillery trains are rad as hell, but I'm not sure I have it in me to scale up to building rockets fast enough to research their range boosts
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# ¿ Sep 20, 2018 17:03 |
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TyrsHTML posted:I mean, you can just not use blueprints if you don't want to. The problem is that scaling up without copy paste is boring tedium, and never solving any problems is boring
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# ¿ Oct 4, 2018 14:28 |
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I haven't had it happen but fixing a nuclear power crash if you cleaned up your old coal stuff could be real fun
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# ¿ Oct 8, 2018 15:43 |
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Mayveena posted:Also never have a single point of failure That's boring though. (Also I have 2 nuke plants both have trainloads of nuclear fuel, so brownouts when the big one goes down, not blackouts, sadly)
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# ¿ Oct 8, 2018 17:25 |
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Jabor posted:Do you believe the Factorio devs are fragile snowflakes that need to be protected from ... ever seeing a bug report about some probably-not-intended behaviour in their product? No but they need to be protected from wasting their time with the kinds of nitpicking associated with gamers. So the mods get used to closing tickets similar to yours early and often.
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# ¿ Nov 2, 2018 16:47 |
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Kharn_The_Betrayer posted:Is there anyway to make a stack/filter inserter wait before it takes a finished material ( like iron plates) out of a furnace? Like say i want the inserter to wait for the stack to reach 40 before it takes it out of the furnace. Not that exact thing, but only because you can't wire furnaces to circuit networks But putting together a general timer is possible.
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# ¿ Nov 4, 2018 06:16 |
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Kharn_The_Betrayer posted:How do i go about doing that exactly? Oh boy phone posting that might be hard. A constant combinator plugged into an adder combinator that loops back into itself as an output creates a counter that increases forever, once each frame. You plug that into an arithmetic combinator with a modulo operation and that can create a timer that has specific values in a loop. The bigger the modulo, the longer the loop. You can then use a condition on the inserters to make them active for any subsection of the loop.
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# ¿ Nov 4, 2018 07:34 |
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Trip report: They did not update the transport belt madness mini campaign for longer blue belts. It's now super easy
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# ¿ Dec 4, 2018 15:03 |
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Ciaphas posted:How does filtering and logistics work now pre-bots? I notice splitters have some sort of Filter now, can I run a mixed smeltery line or something using this? (Do I WANT to?) You want every possible base design
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# ¿ Dec 5, 2018 22:06 |
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My vision would be to do away with labs, reskin science potions as toys, and spawn "houses" that you have to deliver toys to to research.
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# ¿ Dec 13, 2018 16:48 |
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Krataar posted:Will the map gen be changing in .17 or will I be able to carry over a save without the map looking like rear end? Latest Friday facts says it's going to be "tweaked"
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# ¿ Jan 20, 2019 16:26 |
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# ¿ Apr 27, 2024 18:17 |
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Is 0.17 actually out? Is the campaign too buggy to play?
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# ¿ Mar 2, 2019 16:19 |