Search found 118 matches

by shopt
Tue Nov 12, 2024 10:23 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 5388

Re: Feels like certain changes were made to the game 'just because'

It may not be "the" complaint, but it definitely is "a" complaint from at least one person in this thread. Honestly from watching early game runs the main change seems to be that people craft the lab before the red beakers instead of the other way around.
by shopt
Tue Nov 12, 2024 7:31 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 5388

Re: Feels like certain changes were made to the game 'just because'

It seems that the early game triggers aren't really slowing down the speedrunners. The current 1.1 steelaxe WR is 8m23s, in 2.0 it's 6m51s. Of course most of that is because steelaxe is now triggered by producing steel instead of red beakers. Even so, in the 1.1 WR speedrun automation research is ...
by shopt
Tue Nov 12, 2024 6:22 pm
Forum: General discussion
Topic: The Restart Loop
Replies: 11
Views: 1414

Re: The Restart Loop

I agree with most here. There's very little reason to restart, especially once you have bots. I think the only reasons would be if you have let evolution outrun your military tech level, or you have run out of a resource and don't have the means to secure more of it, or you really want different map ...
by shopt
Tue Nov 12, 2024 6:14 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 1994

Re: Active provider (purple) chests redundant in 2.0?

That's also a good point. Though I would have thought that in general trash slots would be higher priority than active providers. That will need some testing.
by shopt
Sun Nov 10, 2024 8:39 pm
Forum: Balancing
Topic: [DLC] Сargo landing pad
Replies: 22
Views: 2511

Re: [DLC] Сargo landing pad

I wonder if a minimum distance between landing pads could be a solution? There's still a logistics challenge as you can't just spam them wherever you want, but there's no absolute cap on item throughput.

What I definitely don't want in Factorio is a mechanic that's close to teleportation. That ...
by shopt
Sun Nov 10, 2024 8:26 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 1994

Re: Active provider (purple) chests redundant in 2.0?


I use them on Fulgora. It takes steel, light space material and other important stuff from the belts and pushes them to the yellow storage chests. I have multiple yellow chests set on different filters so that I can stockpile for example steel.


I wasn't saying the function was redundant, just ...
by shopt
Sun Nov 10, 2024 8:24 pm
Forum: Gameplay Help
Topic: Main bus newbie question
Replies: 16
Views: 2334

Re: Main bus newbie question


My general recommendation is to only build on one side of the bus. It DOES make the bus get longer, but so what?

You answered the "so what" in your next paragraph.

... generates more bus storage, and more pollution generating that bus storage.

That, plus longer thinner bases are harder to ...
by shopt
Sun Nov 10, 2024 8:07 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 1994

Re: Active provider (purple) chests redundant in 2.0?

I didn't even think of the higher capacity. You get regular storage slots + trash slots.

However as Ranec1 points out, there is a corner case where the trash slots fill with something that can't be stored, while something that could be stored is sitting in the regular slots.
by shopt
Sun Nov 10, 2024 2:33 pm
Forum: Balancing
Topic: Isn't mining in earth orbit too OP?
Replies: 18
Views: 3088

Re: Isn't mining in earth orbit too OP?

For midgame, I doubt it. The resources you need to sink into space platforms to get an amount of resources that move the needle are way more than just tapping a new ore patch on nauvis. The evolution saved from pollution is probably lost to time and pollution based evolution making that many ...
by shopt
Sun Nov 10, 2024 2:13 pm
Forum: General discussion
Topic: Effect of quality for various items
Replies: 20
Views: 11888

Re: Effect of quality for various items



For those who pulls walls off the end of their grey science line, making quality walls would be downright frustrating. Reiterating the "not all space is equal" point, the space walls take up is usually very low value.

I'm not sure where you think the frustration would come from, but I agree ...
by shopt
Sun Nov 10, 2024 2:07 pm
Forum: Gameplay Help
Topic: Main bus newbie question
Replies: 16
Views: 2334

Re: Main bus newbie question

If anything when I build a bus, I tend to prioritise mining resources that are where the bus is heading, so there's a chance that it's mined out by the time my bus gets there.

Overall I would not worry about where your resources come from. Even if your resources come from the wrong direction, a ...
by shopt
Sun Nov 10, 2024 2:00 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 1994

Active provider (purple) chests redundant in 2.0?

Am I missing something, or is a purple chest now just a requester chests with "trash unrequested" and no requests? Sure there's a visual difference which could contribute to understandability, but everything else in factorio seems to trend toward single items with multiple modes, and purple chests ...
by shopt
Mon Nov 04, 2024 7:20 pm
Forum: Balancing
Topic: Tesla turret use way too much passive power
Replies: 15
Views: 5299

Re: Tesla turret use way too much passive power

Geigeabc wrote: Mon Nov 04, 2024 2:47 pm I can recommend nuclear power. Its blue science now ...
When was it not blue science?
by shopt
Mon Nov 04, 2024 11:12 am
Forum: General discussion
Topic: Effect of quality for various items
Replies: 20
Views: 11888

Re: Effect of quality for various items

This is a very interesting discussion. Categorizing this way is interesting, but to me it's a bit academic. I don't think you can then go straight to a gameplay application based purely on these categorizations.

First thing I would say is that large power poles are technically in the A category IMO ...
by shopt
Sun Nov 03, 2024 12:28 pm
Forum: Gameplay Help
Topic: Explain Thruster Performance Curves
Replies: 3
Views: 3130

Re: Explain Thruster Performance Curves

Well I think I can answer half of that question. Filled to 80% would mean that the smaller of the fuel/oxidiser buffers in the thruster is 80% full. As for what 100% or 200% consumption is, I don't know if that's 120/s or 240/s, though I suspect the latter.
by shopt
Sun Nov 03, 2024 12:24 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 5388

Re: Feels like certain changes were made to the game 'just because'



That seems incredibly contrived. If that happens, you could just be crafting green circuits instead which you need for your lab.

Well, it happens to me all the time, actually. Consider that it literally takes a few seconds to craft the green circuits but 15 seconds to craft the beakers ...
by shopt
Sat Nov 02, 2024 7:02 pm
Forum: Balancing
Topic: midgame nest-killing too hard in 2.0
Replies: 22
Views: 1925

Re: midgame nest-killing too hard in 2.0

I've found the shotgun very useful for bursting down spawners and worms early game. Also here's a video of me goofing around with the supposedly nerfed into uselessness PLD and the apparently still useless combat shotgun at evolution 0.84: https://www.youtube.com/watch?v=YJZmOM8ndR8. (this is not ...
by shopt
Sat Nov 02, 2024 3:52 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 5388

Re: Feels like certain changes were made to the game 'just because'


For example, if I start a new map and build power a bit away from my base, I might craft power poles and be left with three copper plates. Then, I can’t craft a few red pots while running back to the ore patches? That is so annoying...


That seems incredibly contrived. If that happens, you ...
by shopt
Sat Nov 02, 2024 3:43 pm
Forum: Balancing
Topic: midgame nest-killing too hard in 2.0
Replies: 22
Views: 1925

Re: midgame nest-killing too hard in 2.0

I wouldn't worry too much about your rant, there have been a few threads like this. I think yours just happened to be the one that put me over the edge into commenting about people expecting their 1.1 strats to work without any changes.

I would argue that the tank is close to fairly balanced now ...
by shopt
Sat Nov 02, 2024 10:06 am
Forum: Balancing
Topic: midgame nest-killing too hard in 2.0
Replies: 22
Views: 1925

Re: midgame nest-killing too hard in 2.0

Yeah combat robots are what I was hinting at in my post.

Everyone wants to copy their 1.1 strats verbatim to 2.0 then when they no longer work, they say it's unbalanced.

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