Search found 44 matches

by BicycleEater
Fri Jan 15, 2021 3:12 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 55
Views: 2604

Re: Defence economy balance

Well, what do you mean by optimal. If you optimize by upkeep cost, you would probably need humongous biters strong enough to survive 10 solid rows of laser turret for pure laser to no longer be viable. In any cases, in a mixed wall, you want the gun turret to be behind, even far behind. This sounds...
by BicycleEater
Thu Jan 14, 2021 10:18 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 55
Views: 2604

Re: Defence economy balance

I don't think biters should be a pain late game - I love artillery as much as the next person - but I still like the idea of defence being interesting, and it just isn't. It isn't a challenge - even when defending artillery bases with the sole purpose of annoying tons of enemies, it just isn't that ...
by BicycleEater
Thu Jan 14, 2021 4:54 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 55
Views: 2604

Re: Defence economy balance

TBH, I'm not really bothered by how powerful lasers are - maybe that was a bad way of phrasing it - I meant compared to gun turrets, which, even with upgrades, cannot overcome their inferior range and health, there are no upgrades for those (and that is fine, they would be pretty weird upgrades, I j...
by BicycleEater
Thu Jan 14, 2021 2:25 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 55
Views: 2604

Re: Defence economy balance

OK, you must have a very different experiance of defence to me. I tend to find that laser turrets almost never have a significant effect on power consumption - maybe because I tend to get them relatively late game. I find nuclear isn't that hard to set up. It makes a good mid game goal though, so I ...
by BicycleEater
Thu Jan 14, 2021 12:12 am
Forum: Balancing
Topic: Defence economy balance
Replies: 55
Views: 2604

Re: Defence economy balance

I usually play in default, so I can't say much about deathworld, but I always felt that laser turrets are too powerful, considering how easy they are to set up. Sure they have an upfront cost, but even a relatively small section of factory making them makes more than enough. I would like to see an e...
by BicycleEater
Wed Jan 13, 2021 9:36 pm
Forum: Ideas and Requests For Mods
Topic: logistics filter to a railway carriage
Replies: 7
Views: 220

Re: logistics filter to a railway carriage

Fair point, I have had that and it is a pain.
Another base game solution might be to use blueprints to copy the train carriages once they have filters, then you only need to do it once - potentially keep a blueprint library of filtered trains.
by BicycleEater
Wed Jan 13, 2021 5:33 pm
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 310

Re: Quote accuracy

Fine. I guess I am just too used to less friendly areas of the internet, where I would expect everything to disintegrate into chaos - doing fake quotes of admins, using deleted messages as a way of making it look legit, seeing if you can get people banned for hate speach, etc. But the moderators are...
by BicycleEater
Wed Jan 13, 2021 3:24 pm
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 310

Re: Quote accuracy

there is a little arrow like this one => ^ juste afer the word "wrote" introducing the quotation. It should link toward the quoted post. If not you can always claim the quotation is fallacious, and the link allow to verify the context and the accuracy of the quote. nothing prevent anyone from doing...
by BicycleEater
Wed Jan 13, 2021 12:10 am
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 310

Re: Quote accuracy

OK, cool.
TBH I was just as much experimenting with what would happen if I corrupted a quote like that.
by BicycleEater
Wed Jan 13, 2021 12:06 am
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 310

Quote accuracy

Not sure this should be here or in suggestions, but: Why is there no check for whether what you have quoted is actually what was posted, or a way of approving quotes of yourself - There is nothing stopping me just changing what someone said in a quote of that person: This was just chosen at random -...
by BicycleEater
Tue Jan 12, 2021 11:16 pm
Forum: Ideas and Requests For Mods
Topic: [Request] A clean nuclear explosion site
Replies: 6
Views: 290

Re: [Request] A clean nuclear explosion site

Your code assumes that the crater is the one making the effect, it is actually the ground tile changes, so the code should be: table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 11) table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.targe...
by BicycleEater
Tue Jan 12, 2021 11:12 pm
Forum: Ideas and Requests For Mods
Topic: logistics filter to a railway carriage
Replies: 7
Views: 220

Re: logistics filter to a railway carriage

You can do this in base game, just on a slot-by-slot basis, can't you?
Just middle click on the relevant slot, and a menu comes up (this is from memory, but I have had filtered trains before).
by BicycleEater
Tue Jan 12, 2021 11:06 pm
Forum: Ideas and Requests For Mods
Topic: OptimaUPS Mod
Replies: 7
Views: 368

Re: OptimaUPS Mod

I think that the controversy is 2-fold: (1) People thinking that it shouldn't be in the base game. (2) People thinking that it isn't possible to create a mod that improves UPS in this manner. (3) People worrying that it will simplify mechanics. (4) People worrying that it will be really hard to imp...
by BicycleEater
Tue Jan 12, 2021 10:58 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 191

Re: Don't make a spot on the map when an atomic bomb is used

The problem with making to look different on the map and in the game is that it introduces large inconsistencies in the game's model, it would have to have a special system for tracking what to put there, e.g. if an assembling machine is placed on the crater, the game needs to render it in the map v...
by BicycleEater
Tue Jan 12, 2021 5:01 pm
Forum: Ideas and Suggestions
Topic: Tips and Tricks wording
Replies: 1
Views: 69

Re: Tips and Tricks wording

(bold used to highlight changes) The first has another minor issue further on: "when friendly building is destroyed and needs to be rebuilt" -> "when a friendly building is destroyed and needs to be rebuilt" or: "when friendly building is destroyed and needs to be rebuilt" -> "when friendly building...
by BicycleEater
Tue Jan 12, 2021 3:26 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 191

Re: Don't make a spot on the map when an atomic bomb is used

The problem is the map renders the ground material, which is what the nuke changes (hence you can make an island when firing it in a lake). To change this, the nuke would need to either use a different method of changing the impact point material (very hard in Factorio, although maybe lots of decora...
by BicycleEater
Mon Jan 11, 2021 9:01 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 265

Re: Noob player needing help with strategies for dealing with biters.

The car is pretty squishy, but has enough firepower against small bases. Yeah, it is squishy, but that can be combatted by its speed, I did get really good at using it at one point, and took out some late-game bases (like behemoths), using uranium ammo. Early game it can be really good, as you can ...
by BicycleEater
Mon Jan 11, 2021 5:37 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 265

Re: Noob player needing help with strategies for dealing with biters.

I personally would recommend playing your first game on railworld, as this reduces the enemy attacks a lot, but they are still a challenge. In general, what weapons you should use really depends on what weapons you have (what research/production you have done). If you are getting spitters, then plac...
by BicycleEater
Fri Jan 08, 2021 11:08 pm
Forum: Ideas and Suggestions
Topic: Hotkey to override construction queue and force personal robots out
Replies: 3
Views: 108

Re: Hotkey to override construction queue and force personal robots out

+1
I have had this - particularly if you have your personal roboport off in a base, then turn it on, the jobs have already been assigned.

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