Search found 8 matches
- Tue May 14, 2024 2:11 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 3721
Re: It is pointless to increase the difficulty of the game
Achievements are optional. You can use them as inspiration for wacky runs, but aside from the shortest lists, getting to 100% is usually a sign of crippling addiction, and/or being a professional content creator. I wouldn't mind some new ones, but if I want to play a challenge, I'll just challenge m...
- Fri May 03, 2024 4:45 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
If you want to optimize for one specific thing (be it low UPS, low power draw, high productivity per unit input, high productivity per unit area, whatever), there will always be one specific design that's optimal, or sometimes one family of designs. But in the real world, and in real Factorio games ...
- Fri May 03, 2024 3:55 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
But I think the part I'm most looking forward to is having a "campaign" feel to it, where there's a large set of related challenges before you get to the end, without it being the Godzilla-sized monster that is something like Space Exploration. I keep thinking I'd kind of like to try SE, ...
- Fri May 03, 2024 3:00 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
My reaction to these updates have become a trend at this point. For the time I spent playing factorio, I am more than willing to buy the expansion when it comes out, and probably will. However, I doubt I will ever play with any of the new features enabled. Maybe it is a case of getting used to thes...
- Fri May 03, 2024 2:26 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
For those who missed some words in the FFF and wonder why their implementation doesn't fix the problem of maxing beacons, like me, In their conclusion, In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance. However, t...
- Fri May 03, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
I like to build my end-game design to optimize the energy cost per craft (assuming maximum productivity modules). In 1.1, that means rows of beacons and machines (1:8 and 8:1), which is boring. The diminishing ratios sounds great. But I'm afraid that the most efficient designs will still be rows of...
- Fri May 03, 2024 1:29 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
1 beacon = 100% effect 2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon 3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon Beacon Overload, but without the problem of making the machines completely inactive. This does not make sense, what ...
- Fri May 03, 2024 1:18 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 38979
Re: Friday Facts #409 - Diminishing beacons
I KNOW you can make the numbers go up by selling out to The Same Recycler Loop Over And Over, that's exactly the problem. Quality looks like it's going to be requester chests v2.0 where it de-dimensionalizes a major aspect of the game and you have to pick between Big Number and the game still being...