Search found 29 matches

by Arcus
Sun Feb 23, 2025 11:23 am
Forum: Ideas and Suggestions
Topic: Dynamic minimum payload for rocket delivery
Replies: 8
Views: 547

Re: Dynamic minimum payload for rocket delivery

Ah, I see, I misunderstood what the suggestion was about.
by Arcus
Sun Feb 23, 2025 6:51 am
Forum: Ideas and Suggestions
Topic: Dynamic minimum payload for rocket delivery
Replies: 8
Views: 547

Re: Dynamic minimum payload for rocket delivery

So what happens when I have 499 explosives on the platform and a request of 500? Does it just launch a rocket with a payload 1 explosive? And then another rocket the instant the number drops below 500 again?


Unless there's some technical reason, I don't see why this wouldn't be an improvement ...
by Arcus
Tue Feb 11, 2025 5:26 pm
Forum: Ideas and Suggestions
Topic: Start increasing evolution factor later
Replies: 11
Views: 1326

Re: Start increasing evolution factor later

Time factor is just... not very relevant unless you twiddle your thumb for 50+ hours. Even then if you ignored Gleba and then let the evolution tick up to 0.4 or whatever you should probably have access to tools like artillery or tesla.

Leaving aside that a tank is a very overpowered clearing tool ...
by Arcus
Tue Feb 11, 2025 5:11 pm
Forum: Ideas and Suggestions
Topic: [Suggestion/Comic] A Gleba productivity science would be nice
Replies: 21
Views: 1559

Re: [Suggestion/Comic] A Gleba productivity science would be nice

It's pretty notable that the mining speed of drills in endgame is fast enough that it's very difficult to get the full output out of a drill, so the mining productivity researches only serve to extend how long the patch lasts after a certain point (when one drill mines 1.4k scrap per second it's ...
by Arcus
Fri Jan 31, 2025 7:04 am
Forum: Not a bug
Topic: [2.0.33] Bot stuck in mid air after deconstruction
Replies: 2
Views: 242

Re: [2.0.33] Bot stuck in mid air after deconstruction

Oh, you're right. Somehow I missed that.
by Arcus
Fri Jan 31, 2025 3:24 am
Forum: Not a bug
Topic: [2.0.33] Bot stuck in mid air after deconstruction
Replies: 2
Views: 242

[2.0.33] Bot stuck in mid air after deconstruction

What did you do?
Attempted to deconstruct a beacon in remote view.

What happened?
A construction bot came to perform the order as normal, but then the bot got stuck, throwing up an out of storage alert even though the network it was in should have had storage available. I checked to make sure ...
by Arcus
Sun Jan 19, 2025 1:48 pm
Forum: Ideas and Suggestions
Topic: More Exciting Quality Effects (pls)
Replies: 36
Views: 5121

Re: More Exciting Quality Effects (pls)

Hmm, would it be possible for higher quality rocket silos to have increased lift capacity per rocket? Just spitballing.
by Arcus
Mon Jan 13, 2025 11:50 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 19
Views: 4935

Re: Ban quality modules from asteroid crushers

This whole suggestion subscribes to an overly narrow view of "balance" where anything "overpowered" must be hammered down into homoegenity.

The way things currently is better for gameplay diversity. You're still asked to engage in recycler loops and upcycling for planetary specific materials, and ...
by Arcus
Mon Jan 13, 2025 1:56 pm
Forum: Gameplay Help
Topic: What is the point of productivity modules?
Replies: 22
Views: 8918

Re: What is the point of productivity modules?


Previously, as stated in the reply above, basically it was a way to reduce consumption of ingredients/ore. You got more for resources invested.



But if you rather want to make it a meta/philosophical debate whether it is still useful in 2.0, then I would argue:

No.


Simply because now we have ...
by Arcus
Mon Jan 13, 2025 1:41 pm
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8575

Re: The +300% productivity cap should be documented in-game or removed


So... it does show that there is a cap. Yet...

01-12-2025, 20-35-52.png

Does it only communicate that the productivity bonus has reached its hard cap if the bonus reaches or exceeds +300%?

So, OP is slightly incorrect, in that the game does document the +300% cap, but only if you manage to ...
by Arcus
Sun Jan 12, 2025 7:13 pm
Forum: Balancing
Topic: Gleba is very broken, if you aren't a speedrunner
Replies: 17
Views: 2441

Re: Gleba is very broken, if you aren't a speedrunner


The closest idea I have uses what I'm doing now with a recycler eating its own excrement to deal with spoilage. But I'm convinced it will find some way to spoil somewhere and lock up. So much spaghettis, every belt and every machine needs a drainage inserter. It really puts the pre 2.0 burner only ...
by Arcus
Sun Jan 12, 2025 6:55 pm
Forum: Modding interface requests
Topic: Is it possible to forbid quality recipes basing on assembler quality?
Replies: 2
Views: 339

Re: Is it possible to forbid quality recipes basing on assembler quality?

This just sounds like a total pain in the ass that would add a massive amount of annoyance to the gameplay and massively restricts dozens of playstyles. If you're "totally fine with it", you obviously did not think through the implications at all. If anything this is ridiculous anti-QoL that would ...
by Arcus
Sun Jan 12, 2025 4:48 am
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8575

Re: The +300% productivity cap should be documented in-game or removed

I mean this whole "you need to cap productivity researches at level 30, think about the poor players who will feel cheated after spending hundreds of hours on researching waaaah" is an absolute nothingburger. If you're actually at the point of being able to research level 30 productivity techs it's ...
by Arcus
Tue Dec 24, 2024 8:04 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 14999

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

Until such a time where this gets patched/optimized as far as I can tell the best solutions are:

- Get a chunk eraser tool, turn on "show-unit-territories" and "show-segmented-units-on-chart" and then erase any chunks that are part of a demolisher's territory.
- Use artillery/spidertron to kill ...
by Arcus
Mon Dec 23, 2024 9:18 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.28] Asteroid chunk is sometimes ignored by collector
Replies: 8
Views: 2019

Re: [2.0.28] Asteroid chunk is sometimes ignored by collector

Refer to
https://forums.factorio.com/viewtopic.php?p=652937#p652937

Circuit-controlled asteroid collectors may miss some chunks if they change filters too frequently because we have to search all chunks on the surface to find new valid candidates - there is a 300-tick cooldown between full ...
by Arcus
Sun Dec 15, 2024 11:08 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.25] crash when deconstructing a power switch
Replies: 8
Views: 1131

Re: [2.0.25] crash when deconstructing a power switch

Hmm, I think I might have gotten the same issue, so I'll upload my log + dump files here if it helps (was doing some tests on fusion reactor efficiency and wanted to isolate some power connections, crash seems to have occurred when I attempted to disconnect/deconstruct a power switch). Unfortunately ...
by Arcus
Thu Dec 12, 2024 7:32 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 14999

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time




2. You basically must have Debug Overlays on to detect the Demolishers in those non-radar-ed chunks (radar would generate even more), and attack them with Artillery to prevent more Chunks from being generated. Which if you only needed one shot to aggro them would be fine, but you need to focus ...
by Arcus
Sun Dec 08, 2024 8:26 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 14999

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

GregoriusT wrote: Tue Dec 03, 2024 8:48 pm 1. Isn't the Issue technically the Collideable Clouds being spammed by the Demolishers (which they do unconditionally), and not the mere existence of Demolishers themselves?
It's not, SegmentedUnit also takes a noticeable chunk of entity update time.
by Arcus
Wed Dec 04, 2024 1:02 pm
Forum: Ideas and Suggestions
Topic: More Exciting Quality Effects (pls)
Replies: 36
Views: 5121

Re: More Exciting Quality Effects (pls)

My thought on the rocket silo issue is that you could give them reduced power consumption or allow them to buffer more rockets at a time.
by Arcus
Mon Dec 02, 2024 6:33 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 478
Views: 274440

Re: 3 and 4 way intersections

TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a ...

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