Factorio Got the crate back. :) |
- Got the crate back. :)
- I just make this simple model of a belt. It's still untextured and have many overlapping polygon. sorry
- The shadow of walls is angled differently than than of any other object
- Factorio Armor Should Be Changed
- Alternative 4 to 4 splitters
- Train health and safety ideas
- Why is the shadow on the right...? Literally unplayable
- In my previous post i showed you guys my progress after 2 hours. Now here it is after 8 hours.
- Adjusting exoskeleton speed
- Allright, which one of you is this?
- Using and Abusing Underneathies
- Mini Module Factory
- Starting a new series, "Factorio for Beginners." I'd love feedback, good or bad. And viewers, of course :)
- Fun Friday Still allowed? Factorio Belt Exploit
- I don't know if this is known, but if you place walls in checkerboard pattern, biters AI have problem with pathfinding so defending large wave is possible
- Gas Gas Gas! Faster vehicles for you!
- I DID IT!!! almost 20 min to spare too :D
- Mods that help in the early game
- 24x2 Tileable Nuclear Reactor (Land Version!)
- My base 10 hours into Krastorio 2 & Space Exploration playthrough
- I am new to beacons. These things are pretty serious! I am disorganized by nature so appreciate the need for fewer belts and such. whipped up this little floof and it does the work of 30 factories or so. Show off some of your neat solutions!
- unused stations
Posted: 03 Apr 2020 03:56 AM PDT
| ||
Posted: 02 Apr 2020 10:46 AM PDT
| ||
The shadow of walls is angled differently than than of any other object Posted: 03 Apr 2020 09:03 AM PDT
| ||
Factorio Armor Should Be Changed Posted: 03 Apr 2020 08:48 AM PDT THE PROBLEM EXPLAINED This has really annoyed me ever since the change to remove the pickaxe from the game. Armor as an item that you have to equip should not exist in Factorio. The same logic that applied to the pickaxe applies to armor. It is not fundamental to the game. At best, players change armor a few times throughout the game, but it is barely a blip on the gameplay. Many veteran players completely ignore most of the armor before Mk 2. I personally make Mk. 1, but that's my thing. This came to a head for me in the new UI rollout. In that rollout, they cleaned up a bunch of stuff and left the ridiculous armor as still this strange odd entity that doesn't actually fit in the game. Let's look at the armor in the game:
Also, when you equip new armor nothing changes on your character model. This is incongruous with the gameplay. In the game, light armor is a chest plate. Heavy armor adds a helmet. Modular armor loses the helmet, but adds shoulders. Power Armor Mk 1 restores the helmet. Power Armor Mk 2 adds sleeves. None of this is reflected in your character as you equip it. Your character never changes. THE SOLUTION -- TWO CHOICES So, how about a different perspective that would result in a different approach to armor? Storyline: The technology unlocks represents repairs made to the player's armor to improve its effectiveness. Option 1: Each armor research improves the resistances on the player's armor. So light armor adds a small amount of resistance, heavy armor adds more, modular armor starts to unlock more things, etc. This would be completely aligned with the changes made to the pickaxe and would be easy to do. The one thing that would be lost if this was the only thing done is the ability to swap out Mk 2 armors with different equipment grids. So, for the handful of players that use this functionality, they would lose something. But, we could do more! Option 2: The new third tab. An "Armor" tab could hold slots that are unlocked by different technologies. To keep things very simple:
To implement this solution, Factorio would need to create at least the first of this set of new items:
Option 2 would be the better longer-term solution as it would give modders a huge opportunity to create PVP mods for the game. The beauty of this is:
Swapping Mk 2 Armor Suits can still be unlocked using Space Science. It could add another row of three subtabs with configurable names and icons (think: something like blueprints where the player an select an icon or set of icons to represent the blueprint. This ideally would require keyboard shortcut configuration options for swapping armor sets. So, the problem of swapping armor sets is solved. But … Overall, these changes would greatly improve the game, remove a weird one-off interface, and make the storyline make a lot more sense. [link] [comments] | ||
Posted: 02 Apr 2020 11:45 AM PDT
| ||
Posted: 03 Apr 2020 02:50 AM PDT Navigating a train-heavy base might get pretty difficult, and the current shields don't seem to help a lot, even 6 MK2 shields don't guarantee your survival. I have a few ideas to make it a little bit less of a nightmare.
3.if that was too much to ask can't the train's just see and avoid the player? Let's say modular and every higher set of armour comes with a radio safety thing and the train can see you. Mechanically that could be done as making the player standing on the rails count as a red signal or missing rails.
[link] [comments] | ||
Why is the shadow on the right...? Literally unplayable Posted: 03 Apr 2020 05:07 AM PDT
| ||
In my previous post i showed you guys my progress after 2 hours. Now here it is after 8 hours. Posted: 03 Apr 2020 09:25 AM PDT
| ||
Posted: 03 Apr 2020 09:54 AM PDT A problem I have found with exoskeleton is that the speed choice is binary. Either you are very fast or very slow. This is very annoying, especially in large lategame bases (and the car controls are very wonky, especially if you play on a server). So you cold travel to the location, remove you exoskeletons, build, add your exoskeletons back and go on, but this is rather cumbersome in my opinion. So, after searching the internet for way too long and not finding anything, me and my friend u/Xelantro took it upon ourselves to write a mod: adjustable exoskeletons. This mod adds a simple slider to your UI which allows you to adjust the speed bonus your exoskeletons give you. It also works with other mods such as Power Armor MK3 and Bobd equipment. I would also very much like this feature to be implemented in vanilla at some point, but until then, we have to help ourselves. [link] [comments] | ||
Allright, which one of you is this? Posted: 02 Apr 2020 02:58 PM PDT
| ||
Using and Abusing Underneathies Posted: 03 Apr 2020 09:11 AM PDT
| ||
Posted: 03 Apr 2020 08:15 AM PDT
| ||
Posted: 03 Apr 2020 03:33 AM PDT
| ||
Fun Friday Still allowed? Factorio Belt Exploit Posted: 02 Apr 2020 10:17 PM PDT
| ||
Posted: 02 Apr 2020 10:07 AM PDT
| ||
Gas Gas Gas! Faster vehicles for you! Posted: 03 Apr 2020 04:37 AM PDT Hello everybody, in this morning of boredom I thought of drafting up a small mod to make vehicles just a bit better. It makes the car and train go a bit faster, whilst accordingly increasing the energy usage and fuel consumption, and makes the car's hold bigger. I'll leave the link below, and any feedback is appreciated! [link] [comments] | ||
I DID IT!!! almost 20 min to spare too :D Posted: 02 Apr 2020 04:05 PM PDT
| ||
Mods that help in the early game Posted: 03 Apr 2020 07:00 AM PDT One of things new players often complain about with vanilla is the tedious nature of the early game before you get robots. There's mods that can help. TinyStart (https://mods.factorio.com/mods/Yehn/TinyStart) by Yehn
Nanobots: Early Bots (https://mods.factorio.com/mod/Nanobots) by Nexela
GhostPlacerExpress (https://mods.factorio.com/mod/GhostPlacerExpress) by unhott
[link] [comments] | ||
24x2 Tileable Nuclear Reactor (Land Version!) Posted: 02 Apr 2020 03:21 PM PDT
| ||
My base 10 hours into Krastorio 2 & Space Exploration playthrough Posted: 03 Apr 2020 10:01 AM PDT
| ||
Posted: 03 Apr 2020 09:48 AM PDT
| ||
Posted: 03 Apr 2020 03:20 AM PDT
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment