Search found 13 matches

by Hertzila
Tue Jan 16, 2018 12:38 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372502

Re: Friday Facts #225 - Bots versus belts (part 2)

I haven't read most of the thread, but IMO if there were to be some sort of bot nerf to bring them closer to belts, the often-floated idea of enforing congestion through non-zero chest-access time sounds like a good feature to try out and see how it would change things. Intuitively, it should limit ...
by Hertzila
Mon Jan 08, 2018 10:40 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345279

Re: Friday Facts #224 - Bots versus belts

Open question for the Factorio devs: Where are the battle lines drawn on this issue in-house? We know Twinsen and his cronies want to remove bots from the game because they're "not fun enough." So who's on the other side of that debate? Twinsen said it's "a controversial subject, eve...
by Hertzila
Sun Jan 07, 2018 3:59 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345279

Re: Friday Facts #224 - Bots versus belts

In the end, the whole idea of eliminating one of these styles of play, or forcing one of the playstyles to change to become "balanced" with the other (nerfs and/or buffs) is fundamentally flawed. It's not comparing apples to apples. It's comparing grocery stores to credit cards, and then ...
by Hertzila
Sun Jan 07, 2018 12:51 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345279

Re: Friday Facts #224 - Bots versus belts

Congratulations! You motivated me to stop lurking and make an account! There comes a time in the life of every game where players have non-trivial choices to make that a certain subset of players either start whining about or become dismissive of certain features of the game because they are either...
by Hertzila
Sun Jan 07, 2018 12:27 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345279

Re: Friday Facts #224 - Bots versus belts

I've never used bots extensively. The one time I played a map long enough to get there, I never used them much. So I don't have much experience with them. That said, it looks to me like the issue with belts vs bots is scalability. Bots you can scale up almost infinitely with research and simply addi...
by Hertzila
Sat Dec 16, 2017 2:47 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58333

Re: Friday Facts #221 - 0.16 is out

Thank you for the update! Now to wait for all the mods to update as well... Regarding belt compression, I think sideloading should still compress, or at least retain compression. A fully compressed two-laned yellow belt should fully compress into one red belt lane. Helps keep the footprint and clutt...
by Hertzila
Mon Jan 16, 2017 3:48 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 79473

Re: Friday Facts #173 - Nuclear stuff is almost done

It's a bit disappointing that there's no more closed water cycle. I hope you add it in at some other point. Having an optional way to make both coal and nuclear power production more efficient and make them less reliant on water sources would have been great. I do like the non-exploding reactors tho...
by Hertzila
Sat Dec 03, 2016 1:38 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57096

Re: Friday Facts #167 - Reactors Operational

Sigma1 wrote:
Proxy wrote:Reactors don't Explode tho (atleast Modern ones)
But... Explosions are awesome!
I respectfully and highly disagree. I can't think of anything more inconvenient and un-awesome than a massive explosion right at the heart of my energy production.

Also, see the previous reactor friday thread.
by Hertzila
Sat Nov 19, 2016 7:41 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45011

Re: Friday Facts #165 - Death by a thousand cuts

So you want to restart your game every time you want to change something with a mod? Restart your game every time it downloads the mods to join a particular server? no logic, you always have to restart your game when join a server with different mods. Right now, yes. But here's the thing: What if y...
by Hertzila
Sat Nov 19, 2016 9:31 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106874

Re: Friday Facts #164 - Nuclear power

You are saying something there. There must definitely be an alarm for the reactors. Just like if there are eg 6 levels of heat or overheating and 6 means 10, 9, 8... Than there has to be a warning at level 5 or maybe also when the level switches from 3 to 4, just like as there are attacks from bite...
by Hertzila
Sat Nov 19, 2016 3:10 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106874

Re: Friday Facts #164 - Nuclear power

Oh, c'mon. It is nuclear, it is a game, too much discussion, make it go boom, do pollution, let the bugs get angry, fun to crafties... Let reality and THE GAME Factorio come together. The addicted will not get mad because of a lack of realism. I mean the belts work without power. Or maybe not make ...
by Hertzila
Thu Nov 17, 2016 1:59 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106874

Re: Friday Facts #164 - Nuclear power

YES! In Chernobyl (Ukraine/USSR) it was a stress test with disabled safety systems (no circuits)) to find out how much power can reactor gain at the very maximum. Aftermath is well-known all over the world. Maybe I am just too sceptical, but when I open the wikipedia page for the chernobyl disaster...
by Hertzila
Wed Nov 16, 2016 1:28 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106874

Re: Friday Facts #164 - Nuclear power

I'm adding my support to the "Nuclear reactor explosion trope needs to die" group. I'd much rather have SCRAMs that prevent meltdowns, proper meltdowns into a pile of radioactive slag and steam explosions from damaged reactors causing an insane pollution / radioactivity spike, rather than ...

Go to advanced search