Klonan

Klonan



07 May

Comment

Unfortunately there is no mechanism to use the new feautres of 0.17 in older versions.

Comment

Can you provide a save game?


03 May

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Originally posted by Imereale

I have another typo heads up , although off topic for this FFF.

On the content page (https://factorio.com/content) there is an instance of the noun "challenges" being misspelled as "challanges".

I'll get to this one on Monday πŸ‘

Comment

Originally posted by Studstill

Just a heads up: The word "carrier" should be "career", right?

Right, fixed, cheers


26 Apr

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Originally posted by Mabuss

I mean, it's pretty reasonable to assume the same distribution of people playing different branches. So just use something like steamcharts to see how many people are playing.

What is a reasonable assumption for the number of people playing stable vs experimental?


19 Apr

Post
    Klonan on Steam - Thread - Direct
Read this post on our website[www.factorio.com].

New Campaign Have you ever been playing a Freeplay game and realised you don't know what your next big goal is? And then, once you decide to pick a new goal, you realise while you worked on automating the last goal, there were 10 new technologies unlocked and now you don't know which to pick next.



These are the situations we hope to address with the new full Campaign. A guided Freeplay, in which the player plays through the whole tech tree, without being overloaded with choice, while still having the perminance and unidirectional progre... Read more

17 Apr

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Originally posted by ZeruuL_

Is there a way to pick a spawn point when u join the hive?

No, it picks a random nest close by


14 Apr

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Originally posted by Hanakocz

Ye it was some really old map even from .16 . However the second map had no scripts, as it was our achievement run for 0.17, and it gave the same error into the chat. In any cases, link to the save file

Can you share the log file or screenshot of error message in the chat?

Comment

Originally posted by GetOutsideDrinkWater

How do I get deployers to make larger sizes of biters/spitters?

I've tried changing the evolution factor, but I still only seem to be able to produce small biters and spitters.

You need to change the evolution factor of your own force, not the enemy force, so /c game.player.force.evolution_factor = 0.99 should do it.

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Originally posted by redeamed

Do you have population cost for your units of any kind of upkeep?

Can we get hive buildings that mine ore to upgrade biters? They are evolving....hive mind unlocks uranium upgrade for spitter towers.

No upkeep or pop cap, but they craft very slowly, and absorb pollution to spawn faster.

New buildings are a possibility in future updates to the mod.

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Originally posted by IHaveSomethingToAdd

Had a good bit of fun last night with my bros, power armor and nukes :) https://imgur.com/a/kz9Un1n

Biters with nukes 😱!

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Originally posted by SMHorcrux

This is probably impossible to implement, but:

There should be a biter tech tree, which uses bottles of pollution in special labs

There should be a biter specific resource that is needed for players, and a player specific resource that is needed for biters, so they would both have a reason to fight each other.

I like the thought of one building used for everything for the biters, like you assign them uses, say one creates biters using pollution and iron you got from the player, and then another building harvesting pollution to research

There should be a goal for the biters like the rocket for the players. A strong weapon will be locked behind whatever you get in the launch (say you get nukes only after you launch a rocket)

Add a lots of weaponry, and make the weaponry the biters make not usable by player vice versa.

Examples for the ideas: 1. Every person building makes a type of pollution, and then you can harvest the pollution for s...

Read more

There is a lot of room for expansion of the mod, for now I've intentionally kept the scope quite small (scope creep tends to kill any development expedience).

Things like, a research tree for boosting biter/worm damage, speed etc.

Currently the biter forces are centered around 'harvesting' pollution from the map, to spawn the biters. Some mechinism for biters to produce pollution would seem natural, harvesting trees or other resources to generate their own pollution makes some sense.

Further down the line, expanding biters into their own proper logistical network is possible, it requires a lot of thought, development, and designing of the mechanisms. For now, being simple, it allows me to see how people will enjoy playing as the biters, and shape the future developments around what is most fun, and what complements the playstyle of the biters.

Comment

Originally posted by QFSW

Having a bit of trouble, how do i place a spawner?

You need to enabled "Pick ghost item" in settings->interface, then you can use the shortcuts in the quickbar to place the spawners

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Originally posted by Hanakocz

It did not crashed. It continued to run. Played one more base (that time no soft mods etc) and it happened again, but this time just like...single time or twice.

Ah, it must be a comfy script thing, I would recommend to report it to them

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Originally posted by Sentient2X

I can’t control the units or build spawners

You can grab the unit selection tool from the shortcut bar

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Originally posted by [deleted]

[deleted]

It doesn't use the normal biter mechanics.

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Originally posted by ElectricBandit2

Does this work with multiplayers? I think it would be really cool for you to play against another person building a base.

Yes, it does