Search found 20 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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!
Tabbed interface hiding information and needing multiple shortcuts to see all information - BAD!
- 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.
If not, devs should at least address how they changed them and what they do now.
- 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...
- 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...
- 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.
- 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.
I like the idea of making it use lubricant to run as one such disadvantage.
- 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.
- 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....
- 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...
- 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...
- 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
https://forums.factorio.com/forum/vie ... =6&t=20233
- 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 ...
- 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...
- 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...
- 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 ...