Search found 20 matches

by o6dukeleto
Sat Jan 06, 2018 6:55 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345450

Re: Friday Facts #224 - Bots versus belts

Using a 1000 SPM base to talk about nerfing logistics bots seems ridiculous. I'd like to see a 1000 SPM base with NO logistics bots, I am sure it would be a tedious exercise. I think anything > 500 SPM base requires logistics bots and a lot of planning. I actually think the base shown in the FFF #2...
by o6dukeleto
Sat Jan 06, 2018 4:59 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345450

Re: Friday Facts #224 - Bots versus belts

Be careful increasing belt throughput as belts could displace trains Currently I consider a blue belt equal to about one train car if a train comes every 50 seconds. If belts were "buffed" to 3-4 times the throughput of a blue belt, then most of my early to mid game trains (usually 4 cars...
by o6dukeleto
Fri Jan 05, 2018 11:31 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345450

Re: Friday Facts #224 - Bots versus belts

After a little more thinking, apart from what I said before (https://forums.factorio.com/viewtopic.php?f=38&t=56218&start=180#p331099) I think a research of MAXIMUM ACTIVE ROBOTS per LOGISTIC NETWORK would help to nerf them a bit forcing you to make more research if you want to use them els...
by o6dukeleto
Fri Jan 05, 2018 9:18 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345450

Re: Friday Facts #224 - Bots versus belts

Two suggestions: 1. Make belts carry more through automatic compression and maybe even OVER-compression, maybe items could overlap... so a belt could carry 3x as much if they overlapped by 6 of the 9 slots an item usually occupies. This could be a research technology that would allow for more late g...
by o6dukeleto
Sun Dec 31, 2017 12:32 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59458

Re: [16.0] Sideloading works completely different now

+1 for giving this a higher priority. I too am waiting for this fix before playing 0.16. As for priorities, not sure how this is lower than fixing the size of a tank train car, from my perspective this seems much more "game breaking."" (BTW, I like the tank car fix -- not complaining ...
by o6dukeleto
Wed May 24, 2017 5:11 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149654

Re: Friday Facts #191 - Gui improvements

Replacing "inventory" toolbar with shortcut toolbar - GOOD!

Tabbed interface hiding information and needing multiple shortcuts to see all information - BAD!
by o6dukeleto
Fri Jul 01, 2016 12:12 am
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 24376

Re: [0.13.1] Map generation process is very strange

I agree map generation is screwed up in alpha 13 -- it is much different than alpha 12 -- and not just the increasing resources as you get farther away from spawn.

If not, devs should at least address how they changed them and what they do now.
by o6dukeleto
Thu Jun 30, 2016 5:59 am
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 22193

Re: [0.13.0] Terrain segmentation

I pretty much noticed this right away too, I almost always used low frequency for terrain segmentation in alpha 12. In addition I also tended to use low frequency for most resources. Terrain segmentation is definitely different in alpha 13, if it is not bugged, could the devs explain the changes? Se...
by o6dukeleto
Sat Mar 12, 2016 4:35 am
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134829

Re: Friday Facts #129 - The late game

Like the idea of more late game resource sinks. Could take a cue from civilization and create a "future tech", it could be repeatable and each time you complete the research, your score would increase by one, much like launching a rocket. It would be neat if there were a few different reso...
by o6dukeleto
Fri Mar 04, 2016 8:44 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204354

Re: Friday Facts #128 - Back down to earth

Basically this is an inserter that can fill a belt, so today it takes anywhere from 6-14 fast inserters to fill a belt depending upon it's speed. It might take a bit more space, but 6 to 14 times faster... OP. NO.
by o6dukeleto
Fri Mar 04, 2016 7:00 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204354

Re: Friday Facts #128 - Back down to earth

No for loader, unless it has some big disadvantage associating with using it, otherwise it seems too OP to me.

I like the idea of making it use lubricant to run as one such disadvantage.
by o6dukeleto
Wed Mar 02, 2016 4:52 am
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 153504

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

"Loops is bad (all your stations are belong to us?)" originated last year in August with this version (0.12) which includes chain signals.
by o6dukeleto
Wed Mar 02, 2016 12:32 am
Forum: Gameplay Help
Topic: Map generation settings
Replies: 8
Views: 13465

Re: Map generation settings

I suspect the reason most people want more distance between patches of ore is to give a reason for trains, much like the RSO mod (which I have not used... yet.) I have found that ONLY lowering frequency to "very low" for ores can create a pretty good distribution for a normal size factory....
by o6dukeleto
Sun Feb 28, 2016 9:38 pm
Forum: Gameplay Help
Topic: Map generation settings
Replies: 8
Views: 13465

Re: Map generation settings

The hardest one to understand is frequency because it actually affects both distance between patches and size of patches. Lower Frequency: Ore patches farther apart AND bigger. Higher Frequency: Ore patches closer together AND smaller. This is somewhat counter intuitive as it feels like frequency sh...
by o6dukeleto
Sun Feb 28, 2016 1:24 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 153504

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

I have only been playing this game for a month, but I already know that the generalization that "loops are bad" is just a ridiculous rant. Anything in a train network CAN BE bad, but they are not inherently bad. As for one type being simpler than another, that is not the case either. If yo...
by o6dukeleto
Fri Feb 19, 2016 1:03 am
Forum: Ideas and Suggestions
Topic: New option for Rail Stations - No "Through" traffic allowed
Replies: 5
Views: 11506

Re: New option for Rail Stations - No "Through" traffic allowed

I have created a new suggestion to replace this suggestion based upon the feedback:

https://forums.factorio.com/forum/vie ... =6&t=20233
by o6dukeleto
Fri Feb 19, 2016 12:57 am
Forum: Ideas and Suggestions
Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
Replies: 12
Views: 5966

Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network

The item added could be another type signal, or a sign that goes beside the rail track. Possibly a "slow" sign which indicates to the train pathfinding that this track should have a penalty when being evaluated. The new item could be clickable and a "penalty" could be entered by ...
by o6dukeleto
Thu Feb 18, 2016 3:52 pm
Forum: Ideas and Suggestions
Topic: New option for Rail Stations - No "Through" traffic allowed
Replies: 5
Views: 11506

Re: New option for Rail Stations - No "Through" traffic allowed

After reading these replies, I think I agree. An option of a signal (or piece of track) that could add a defined length to the affected path would likely give the same result as I was trying to achieve (just make the amount high enough and trains will always take the other path.) It would also be mu...
by o6dukeleto
Fri Feb 12, 2016 1:20 am
Forum: Ideas and Suggestions
Topic: New option for Rail Stations - No "Through" traffic allowed
Replies: 5
Views: 11506

New option for Rail Stations - No "Through" traffic allowed

One of the big discussions around rail stations seems to be the "roll on, roll off" versus "terminus". Terminus seems to have one benefit, automatic path finding will not go through a terminus station because path finding will not reverse the train. That said, "roll on, roll...
by o6dukeleto
Fri Feb 12, 2016 12:37 am
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30385

What are your thoughts on death in single player?

I guess some would say you lose the game because it ends. But the reality is that you just reload the last auto save and you lose about a minute of game play. I have only played through completely once, but I have no fear of death, I am willing to try anything because of the reload mechanic. I have ...

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