Search found 118 matches
- 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.
- 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 ...
- 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 ...
- 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.
- 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 ...
What I definitely don't want in Factorio is a mechanic that's close to teleportation. That ...
- 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 ...
- 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 ...
- 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.
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.
- 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 ...
- 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 ...
- 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 ...
Overall I would not worry about where your resources come from. Even if your resources come from the wrong direction, a ...
- 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 ...
- 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
When was it not blue science?
- 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 ...
First thing I would say is that large power poles are technically in the A category IMO ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
I would argue that the tank is close to fairly balanced now ...
- 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.
Everyone wants to copy their 1.1 strats verbatim to 2.0 then when they no longer work, they say it's unbalanced.