|
LonsomeSon posted:The range on a flamethrower is limited basically only by fuel supply and pressure; while video games seem to have convinced most folks that flamethrowers are short-ranged weapons (and also that 'short-ranged' means 'practically arm's reach'), and it's certainly true that man-portable flamethrowers are fairly limited by comparison, a vehicle- or static-mounted unit could well be capable of terrifying range. According to my understanding, anyway, I'm not a fire-projection technician or anything. Jesus christ.
|
# ¿ Apr 24, 2016 04:49 |
|
|
# ¿ Apr 29, 2024 01:27 |
|
Toast Museum posted:It's working for me, but here are the images: Oh man, these are badass.
|
# ¿ Apr 11, 2017 01:30 |
|
Zetsubou-san posted:nah, that's easy mode. I prefer to slice my space whale I was happy enough grinding down the cheerful gremlin creatures, but the space whale one made me acutely uncomfortable. It's too real man, too real!
|
# ¿ Apr 13, 2017 07:37 |
|
Modded Minecraft is badass. Find a curated and pre-assembled mod pack though - it's not worth the effort to assemble your own. It scratches the same mental itch as Factorio.
|
# ¿ Apr 16, 2017 10:10 |
|
Factorio mobile: - Tilt phone to move characters/vehicles! - To save battery, make it a thin client that connects to your PC. Your meaty desktop runs a multiplayer server that your phone connects to!
|
# ¿ Apr 18, 2017 02:25 |
|
Pseudoscorpion posted:Anyone have a mirror of the notes? Looks like the original post got deleted. Someone managed to copy the original before it was deleted.
|
# ¿ Apr 23, 2017 00:12 |
|
How do you make the mental adjustment to go from one factory using a standard and lovely bus, to multiple factories connected by trains and poo poo? I get intimidated when scaling up and don't know how to make that transition. Alternatively, how do you go from making boring bus factories to complicated, holy-poo poo-how-does-this-even-work spaghetti factories? I feel like I fall into a rut making busses, and want to break out of that.
|
# ¿ May 3, 2017 13:42 |
|
Made the mistake of tearing down my entire factory so that I could rebuild it nicer. Now all my assemblers and belts are in neat little chests, and I don't actually have a clear plan for rebuilding nicely ;_;
|
# ¿ May 7, 2017 04:18 |
|
Solumin posted:Do not destroy the old messy one until the new one is complete. I cannot emphasize this enough.
|
# ¿ May 8, 2017 01:26 |
|
emoji posted:Making something by parsing the game assets (still very early) Neat! What are you planning to do with it? Are blueprint strings just a base64-encoded blob of something?
|
# ¿ May 12, 2017 23:45 |
|
RyokoTK posted:Yeah but I'm specifically thinking about the early early game, when I just want to plunk down enough to fire one pump's worth of boilers and walk away but I don't want to over-build miners considering I'm doing most/all of it by hand. I go with 1:1 miner:burner. This assumes each burner is connected to the maximum number (2) of boilers, and means that all boilers can work at 100% capacity without running out of coal. You could theoretically scale down the number of miners based on your average power load (e.g. 4 burners at 75% average capacity will need 3 miners), but that's fiddly and annoying, and you'll need the extra coal sooner rather than later as your factory grows.
|
# ¿ May 24, 2017 04:55 |
|
I'm amazed and saddened that a megafactory run entirely by bots performs better than one using belts.
|
# ¿ May 28, 2017 00:19 |
|
KaiserSchnitzel posted:At this point I realized that I could probably use more than one miner for iron. Imagine my shock as the full weight of my folly hit me like a frying pan to the face. Holy poo poo, you must have the patience of a saint.
|
# ¿ Aug 18, 2017 05:58 |
|
For me this change may not be game breaking but heart breaking. It completely makes the game not fun for me, which saddens me a lot.
|
# ¿ Dec 22, 2017 23:18 |
|
Gwyneth Palpate posted:
I exclusively registered on the forums to report this as well.
|
# ¿ Dec 22, 2017 23:26 |
|
Gadzuko posted:Most of it is about belts but the conclusion is a pretty definitive "we want to nerf bots". They will either remove the research for increased bot carrying capacity or increase charging time. I would be ok with either or even both tbh but the concept of a "stack belt" sounds pretty great and I would love to see it happen. I agree with their overall premise that belts are much more interesting than bots, I love bots but it just removes all the challenge from the game if you switch to using nothing but bot swarms. Either of these nerfs can be easily worked around simply by building more bots and/or roboports. Adding hitboxes and collision detection to logistics bots might be interesting. It would certainly remove the UPS benefits of bots, and would probably make bots less useful for bulk items.
|
# ¿ Jan 13, 2018 02:31 |
|
Hello, just want to say gently caress oil, gently caress pipes, gently caress fluid processing, and gently caress anything that uses chemical plants or assembly machine 3s with fluid inputs. That is all.
|
# ¿ Jan 29, 2018 03:30 |
|
Nice.
|
# ¿ Jan 29, 2018 21:41 |
|
ionn posted:
How do you resupply outposts? Could you use that method, and just accept that the new outpost will be low on supplies for a bit?
|
# ¿ Feb 24, 2018 23:44 |
|
Ratzap posted:Py's is (or will be) more complex at some point soon. Py has really great graphics and some decent ideas but his way of 'balancing' mean "make it super tedious and annoying". Jesus Christ. This isn't Minecraft, where you can combine tech mods willy nilly. No one's going to play all of this poo poo. ... and how does Yuoki compare?
|
# ¿ Feb 27, 2018 09:10 |
|
BabelFish posted:Left hand drive with two rails You're doing God's work, son. I can never get my head around RHD tracks.
|
# ¿ Apr 9, 2018 22:17 |
|
Finally launched a rocket, netting myself Lazy bastard, Logistic network embargo, Raining bullets, and Steam all the way. Not being able to use logistic bots was surprisingly annoying and meant I had to manually run around keeping pillboxes supplied with ammo, run some nasty belts to ship in materials for rare items, etc. I last played in 0.12 or 0.13, back when the victory condition was to build the rocket defense and the most complicated science pack was blue science. The biggest difference is holy poo poo, you need so much more iron for midgame science. There are also a couple more annoying recipes that require you to ship materials to odd places contrary to the usual 'flow' of resources (think of things like concrete needing iron ore, liquid processing needing iron and coal, ...). Never bothered messing around with nuclear power, only did lovely point-to-point trains for some resources, and massively undersized my bus. Biters are still boring to deal with and way too numerous, even with tanks and artillery. Artillery is fun though. For my next game, I'm torn between either doing a rail-heavy game (maybe with some QOL or other minor mods), or Seablock. What sort of settings are good for a railworld? Is vanilla terrain generation good enough for BIG TRAIN GAME, or is RSO still needed? Also, why aren't there nuclear artillery shells?
|
# ¿ Apr 21, 2018 03:03 |
|
Our CTO once claimed we had nine 9's reliability. Later that year, we blew our nine 9's budget for the next few thousand years.
|
# ¿ Oct 9, 2018 04:43 |
|
Sillybones posted:Is there any sort of ETA for the next big version? I get the feeling the next version is going to be 1.0, so I think they're really trying to polish everything off ready for a big release.
|
# ¿ Oct 10, 2018 20:28 |
|
Are you close to the tank? The tank is v. good in midgame. Ignore its main cannon; just use its machine gun with red ammo. It shreds bases and biters real good.
|
# ¿ Oct 11, 2018 11:51 |
|
SardonicTyrant posted:I started a normal map and I'm wondering when bugs start spawning. Just keep playing. You'll find out sooner or later (unless you've set your game to peaceful mode).
|
# ¿ Jan 4, 2019 01:04 |
|
Squibbles posted:Enjoy it while you can, next release they are dropping the bonus machine gun damage for the tank so it'll have to rely on shells again I'm quite sad about this nerf, to be honest.
|
# ¿ Jan 4, 2019 10:10 |
|
No puns, because I don't think some of the most absurd nuclear devices in history really warrant any. Project Orion Project Pluto
|
# ¿ Feb 8, 2019 23:31 |
|
BadMedic posted:Don't forget about my absolute favourite, Project PACER It's amazing how easily you could get funding back in the day for thinking of a new way of continually blowing up nukes.
|
# ¿ Feb 9, 2019 00:52 |
|
Beautiful and elegant. e: I'd have to run an 8-to-7 balancer because those belts look ever-so-slightly not fully compressed, and it offends the 'tism. redleader fucked around with this message at 01:36 on Apr 6, 2019 |
# ¿ Apr 6, 2019 01:30 |
|
im glad the quality stuff has distinctive icons for each level, because for the life of me i cannot remember how all the colours relate to each other
|
# ¿ Sep 16, 2023 11:13 |
|
did they even have purple/yellow science in 2016?
|
# ¿ Oct 29, 2023 04:15 |
|
Dr. Stab posted:We make power by boiling sulfuric acid, obviously. sulfuric acid + coal. creates co2 and sulfur
|
# ¿ Nov 24, 2023 22:26 |
|
the real scary thought is "what are modders going to do with the new circuit capabilities?"
|
# ¿ Jan 20, 2024 02:10 |
|
the roboport logistics range nearly destroyed me irl. i can't imagine how he felt
|
# ¿ Mar 1, 2024 09:32 |
|
Xerol posted:I could swear he's done an MSP run before but it doesn't seem to be in his videos, maybe I'm just misremembering someone else's run. It would certainly be up his alley. DocJade recently did a run with Science Pack Galore
|
# ¿ Mar 2, 2024 04:49 |
|
Teledahn posted:Here, let me post a weird video I just saw to get our minds off whatever the gently caress that was. dosh please. dosh. i'm begging you
|
# ¿ Mar 22, 2024 05:47 |
|
K8.0 posted:It's 1:1. It makes Spidertrons the most expensive item in the game to truly automate. especially because you can only launch up to 12 at a time (from a maxed stack inserter), instead of a full stack of 100
|
# ¿ Apr 4, 2024 07:11 |
|
Jabor posted:Can you insert with multiple inserters simultaneously using a funky circuit network setup? not sure. i got that factoid from the reddit thread, and they said they tried all sorts of stuff to try to get it to launch more than 12 at a time. given that that's an obvious thing to try, i'd assume that they gave it a shot and couldn't get it to work. but i haven't tried myself
|
# ¿ Apr 4, 2024 12:04 |
|
|
# ¿ Apr 29, 2024 01:27 |
|
VictualSquid posted:New friday facts: forking the game to save it in the background is a very linux-brained thing to do
|
# ¿ Apr 27, 2024 01:04 |