Search found 181 matches

by Escadin
Fri Mar 10, 2017 6:16 pm
Forum: General discussion
Topic: Smart rotation for belts and blue prints
Replies: 9
Views: 3807

Re: Smart rotation for belts and blue prints

Mooncat wrote:About belts: https://www.factorio.com/blog/post/fff-160
Enhancement to the belt building mechanics, so building by dragging makes continuous belt.
Maybe there is hope? :)
I had hoped for something a little less... vague :D
by Escadin
Fri Mar 10, 2017 5:36 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 38921

Re: Friday Facts #181 - Calm before the storm

"Calm before the storm" So that's what you eventually went with? :D

Alright then *takes deep breath before reading*.
by Escadin
Fri Mar 10, 2017 5:24 pm
Forum: General discussion
Topic: Smart rotation for belts and blue prints
Replies: 9
Views: 3807

Re: Smart rotation for belts and blue prints

Lot's of people / bots lurking but no ideas, eh? Perhaps it hasn't been brought up before after all...
by Escadin
Fri Mar 10, 2017 2:34 am
Forum: General discussion
Topic: Smart rotation for belts and blue prints
Replies: 9
Views: 3807

Smart rotation for belts and blue prints

This simply has to have been brought up before but I was wondering what the general response was. Is there any chance we will see something along these lines at any time? To be specific, what I'm talking about is a new control mechanic for the core game which makes rotating belts easier and allows u...
by Escadin
Thu Mar 09, 2017 11:31 am
Forum: General discussion
Topic: Which turrets are best?
Replies: 37
Views: 26777

Re: Which turrets are best?

No defenses are infallible. That's what the alarms are for. When the biters start chewing a hole in your defenses it's time to pay attention. Personally I find it important to have defenses that don't cause alarms to go off if everything is working properly, that is there should be enough dakka to ...
by Escadin
Sun Mar 05, 2017 3:43 pm
Forum: General discussion
Topic: Which turrets are best?
Replies: 37
Views: 26777

Re: Which turrets are best?

What about flamethrower turrets? Those have been covered a few posts ago. I want to add another experience with them though. Since combining them with other turrets usually just means they will hit nothing but thin air I tested a perimeter with just flmaethrowers as defense. The interesting part is...
by Escadin
Fri Mar 03, 2017 2:29 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 68566

Re: Friday Facts #180 - Map interaction

I have a request for the new map feature "Custom Tags". I'm sorry if this has already been brought up before me but I don't have the time to read all replies right now. Would it possible to make tags which are shared by all players? I.e. if I setup a tag "should make a mine here"...
by Escadin
Tue Feb 28, 2017 8:03 pm
Forum: General discussion
Topic: what do we do when 0.15 happens?
Replies: 11
Views: 4807

Re: what do we do when 0.15 happens?

Yeah, I guess strictly speaking there are exams that I should pass...
by Escadin
Fri Feb 24, 2017 9:24 pm
Forum: General discussion
Topic: what do we do when 0.15 happens?
Replies: 11
Views: 4807

Re: what do we do when 0.15 happens?

If any of you guys get kicked outta your home when 0.15 happens or you just want to meet people to play with I can rent out the the top 3 shelves of my utility closet. Enough room to stretch your legs and shared DSL.
by Escadin
Fri Feb 24, 2017 8:58 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 53883

Re: Friday Facts #179 - New resource graphics & concrete

Stunning. I'd be absolutely stunned if the final result is really meant to pop up with a 3d like effect over other entities such as belts just the way it does in this picture https://eu1.factorio.com/assets/img/blog/fff-179-3-copper-others.png That is just gorgeous. As for feedback is there any chan...
by Escadin
Thu Feb 23, 2017 7:21 pm
Forum: General discussion
Topic: Barrels post-tanker?
Replies: 27
Views: 9534

Re: Barrels post-tanker?

Wouldn't it be cool if you could use barrels of sulfuric acid to make blue chips directly? Not sure how hard it would be to implement as you would probably need 2 recipes (1 pipe based and 1 barrel based with empty barrel output) Going down this road would render pipes utterly redundant. I'd be ok ...
by Escadin
Wed Feb 22, 2017 5:20 pm
Forum: General discussion
Topic: Barrels post-tanker?
Replies: 27
Views: 9534

Re: Barrels post-tanker?

Nich wrote:Wouldn't it be cool if you could use barrels of sulfuric acid to make blue chips directly? Not sure how hard it would be to implement as you would probably need 2 recipes (1 pipe based and 1 barrel based with empty barrel output)
Going down this road would render pipes utterly redundant.
by Escadin
Tue Feb 21, 2017 7:59 pm
Forum: General discussion
Topic: Which turrets are best?
Replies: 37
Views: 26777

Re: Which turrets are best?

Gun turrets have a neat DPS on paper but the physical damage resistance of behemoth biters makes them obsolete. They also lack the range to properly deal with spitters which has the same effect much earlier in the game. Additionally, setting up the logistics to supply a wall of gun turrets outside y...
by Escadin
Tue Feb 21, 2017 7:35 pm
Forum: General discussion
Topic: Barrels post-tanker?
Replies: 27
Views: 9534

Re: Barrels post-tanker?

I'm still gonna need barrels in order to transport fluids via logistic network. The most important part of it though is that you can basically use barrels as a replacement for magazines for flamethrower turrets. Otherwise, there would be no elegant way to supply remote FT turrets or properly dose th...
by Escadin
Thu Feb 02, 2017 11:26 pm
Forum: General discussion
Topic: can we get a countdown to 0.15?
Replies: 32
Views: 12825

Re: can we get a countdown to 0.15?

Am I the only one expecting 0.15 not before the end of feb?
by Escadin
Fri Jan 27, 2017 4:34 pm
Forum: General discussion
Topic: Thoughts on proposed Nuclear
Replies: 12
Views: 6780

Re: Thoughts on proposed Nuclear

Fascinating post. Way to get people interested into technology. Seriously, I'd love to attend you giving a lecture about this. :D Regarding the power generated by nuclear plants, I have some ideas on that from a gamedesign perspective but they are likely not gonna be popular (or possible) because I ...
by Escadin
Wed Jan 18, 2017 5:36 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27970

Re: The sad state of circuit logic

I just think you grossly misunderstood what I suggest on how to improve circuit logic. Is trying to set that straight really off topic?
by Escadin
Wed Jan 18, 2017 4:11 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27970

Re: The sad state of circuit logic

I would prefer if use of circuits with reactors was instead strictly optional. Like reactors working perfectly fine without any circuit control, but with some degree of fuel waste. And with circuits the fuel waste can be minimized. Now there would be two choices to minimize fuel usage: the adjacenc...
by Escadin
Wed Jan 18, 2017 2:17 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27970

Re: The sad state of circuit logic

Huh. That's an unexpected outlash. If you only care about real performance gains then circuits are not for you. Simple as that. Go back to spamming robots, beacons and train systems. Did you actually just turn "go play factorio" into an insult? Really? Was that necessary? I need your help ...
by Escadin
Wed Jan 18, 2017 12:42 pm
Forum: General discussion
Topic: The sad state of circuit logic
Replies: 73
Views: 27970

Re: The sad state of circuit logic

There are many reasons to use circuits. Some are more accessible. Like oil cracking, or backup steam power. They are easy because the involve a static decision: IF condition THEN action. At worst you need hysteresis so something like: IF condition1 THEN enable_action, IF condition2 THEN disable_act...

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