Search found 77 matches
- Wed Apr 22, 2015 7:40 am
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26193
Re: Evolution and turrests
Changing their resistance types dynamically would require a whole new logic system to be added to the game. An easier solution would be to simply add laser resistance to the biters. Well that new logic is not something big. Just every time a biter dies add 1 to a counter and every five minutes lase...
- Tue Apr 21, 2015 10:23 pm
- Forum: Translations
- Topic: Names for the inserter
- Replies: 12
- Views: 27061
Re: Names for the inserter
In Polish it's "Podajnik" - "подавач" in Bulgarian I guess, because it sounds very familiar :) . Technically that is correct (as correct as made up words using the rules of the language goes), but it doesn't sound good. I decided to go with mechanical arm (механична ръка) becaus...
- Tue Apr 21, 2015 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Uses for labs in the late late game for calculating orbits
- Replies: 15
- Views: 6275
Re: Uses for labs in the late late game
OK, thanks. I put the file with the formula in the original post (I gave you credit of course). I hope that's ok?Koub wrote:I took the liberty to add a small formula that allows you to estimate how many units you would need with the initial values to achieve any percentage.
- Tue Apr 21, 2015 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Uses for labs in the late late game for calculating orbits
- Replies: 15
- Views: 6275
Re: Uses for labs in the late late game
The link you provided is a picture, not an Excel file :) ... And you're not a nerd, just a Factorio player :mrgreen: Edited. Wrong copy/paste. And, man, you should have seen how many graphs I made for a extracurricular math assignment just for fun (and a small sum of money as a reward). And it was ...
- Tue Apr 21, 2015 6:37 pm
- Forum: Balancing
- Topic: Research to boost Gun Turret range
- Replies: 11
- Views: 19043
Re: Research to boost Gun Turret range
I made a separate topic because it is not about the turrets, but about the evolution but it is strongly related so I suggest checking it out.
- Tue Apr 21, 2015 6:35 pm
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26193
Evolution and turrests
I know this is addressed in other places, but I wanted to make a separate topic because this is a different approach at looking at the problem. So a lot of people are complaining about laser and gun turrets (and are right, gun turrets need researches to boost them). But there is also the fact that B...
- Tue Apr 21, 2015 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Uses for labs in the late late game for calculating orbits
- Replies: 15
- Views: 6275
Uses for labs in the late late game for calculating orbits
I was not sure whether I should put this in Balancing or Suggestions. So there is late game and late late game. Late game is like where is rocket defense now. But after you research everything there is no use for the labs; consequently there is no use for a big part of your factory. I propose this: ...
- Tue Apr 21, 2015 12:32 pm
- Forum: Translations
- Topic: Names for the inserter
- Replies: 12
- Views: 27061
Re: Names for the inserter
Yeah, I was thinking about robo-arm. But I am not quite sure because that makes it sound too advanced and it is like the most basic thing you have.sillyfly wrote:How about mechanical-arm or robotic-arm?
- Tue Apr 21, 2015 9:55 am
- Forum: Translations
- Topic: Names for the inserter
- Replies: 12
- Views: 27061
Re: Names for the inserter
JimiQ wrote:mover, crane
Almost all -er words don't translate well in Bulgarian. And crane suggests something much bigger.dee- wrote:feeder, handler, grabber, pick-and-place-r
- Tue Apr 21, 2015 7:54 am
- Forum: Translations
- Topic: Names for the inserter
- Replies: 12
- Views: 27061
Names for the inserter
So I started translating to Bulgarian yesterday and I'm at about 30%. I have translated a few of the smaller files and base.ini but I have a problem I can't translate inserter and it is a main part of the game. I can translate it literally but it sounds bad and also the word for insert is not used t...
- Sat Apr 18, 2015 1:44 pm
- Forum: General discussion
- Topic: The most useless thing in game.
- Replies: 76
- Views: 37661
Re: The most useless thing in game.
The things I consider as useless (for my play style) : Basic modular armor (always go for the MK1 directly) personal solar panel If you're short on alien artifacts, then your only choice is to use these. They're not useless in and of themselves, just situationally useful. The personal solar panels ...
- Sat Apr 18, 2015 1:00 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech Tree
- Replies: 45
- Views: 53479
Re: Tech Tree
I don't want to get technical (well actually I do), but that is not a tree and neither is the Civ 5 tech "tree". This is a DAG - Directed Acyclic Graph. Directed because the connections have direction - they are one way. Acyclic because there are no cycles - loops. And Graph because well i...
- Sat Apr 18, 2015 12:45 pm
- Forum: General discussion
- Topic: Steam, buy the game, alpha, full version, receiving updates
- Replies: 11
- Views: 42835
Re: Steam, buy the game, alpha, full version, receiving updates
I think you should change it to here.
- Thu Feb 26, 2015 4:18 pm
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 73172
Re: Friday Facts #74 - The brainstorming
Don't get me wrong I am super excited about the part of the game in space. But does that mean that you are ditching the idea of a self replicating factories on the ground and stopping to improve the early, mid and sort of late(before the space things) game for example stuff like extending the early ...
- Thu Feb 26, 2015 4:16 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1005958
Re: Factorio Roadmap for 0.11 + 0.12
Don't get me wrong I am super excited about the part of the game in space. But does that mean that you are ditching the idea of a self replicating factories on the ground and stopping to improve the early, mid and sort of late(before the space things) game for example stuff like extending the early ...
- Thu Feb 26, 2015 4:16 pm
- Forum: Releases
- Topic: Version 0.11.16
- Replies: 69
- Views: 64741
Re: Version 0.11.16
Don't get me wrong I am super excited about the part of the game in space. But does that mean that you are ditching the idea of a self replicating factories on the ground and stopping to improve the early, mid and sort of late(before the space things) game for example stuff like extending the early ...
- Thu Feb 26, 2015 4:07 pm
- Forum: Balancing
- Topic: too fast "early stage", balancing for midgame
- Replies: 17
- Views: 22497
Re: too fast "early stage", balancing for midgame
I agree I think it should take longer. I mean imagine some big server with a lot of players there could be a coal age and not every new player joins, plays for 10 minutes, and he has electricity.