Search found 41 matches

by Bi0nicM4n
Sun Jan 14, 2018 3:13 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 147897

Re: Friday Facts #225 - Bots versus belts (part 2)

Players would still be able to build robot only factory, belt only factory or combination of those, but the strongest strategy would be to combine all types of transport, each for the part where they are the strongest. My suggestion would be to either completely remove the Worker robot cargo size r...
by Bi0nicM4n
Sun Jan 07, 2018 5:53 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

Yeah, so basically you probably haven't read the articles and OP properly. Spike is mostly about competition, but they do mention that his defining attributes also include a deep love for a game that's balanced and fair in itself (i.e., even when playing solo), and a deep hate against the very noti...
by Bi0nicM4n
Sat Jan 06, 2018 1:31 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

When I use logistic robots in my games, I also feel that they are overpowerd, because the are no real limits. More bots simply requires more roboports and more solar panels. So I think the key factors are the limits of robots in comparison to the limits of belts, because belts have a lot of limits,...
by Bi0nicM4n
Sat Jan 06, 2018 12:50 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

P.S. 4. Add research that requires space science to allow logistics bots to travel within (connected) logistics networks -- or make a more-expensive Logistics Robot 2 ( that also requires space science ) that has this functionality Are you even serious? I was looking at it from a compromise perspec...
by Bi0nicM4n
Sat Jan 06, 2018 12:02 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

IMO all the UPS friendly strategies are less fun than their alternatives (Solar vs Nuclear, Beaconed vs non-Beaconed, Bots vs Belts.) Following that logic we should also remove fast and stack inserters, fast and express belts, blue and yellow assemblers and so on. Simply because they're more UPS fr...
by Bi0nicM4n
Fri Jan 05, 2018 11:57 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

The logistic system (but not necessarily the flying robots aspect of it) just make too much sense to take out. The reason flying logistic bots become overpowered is that they take up zero space and pick up/drop things instantaneously. As someone else said they act like teleporters. If we could have...
by Bi0nicM4n
Fri Jan 05, 2018 11:29 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 129786

Re: Friday Facts #224 - Bots versus belts

Is this a stage where game developers have less and less ideas of what can be put into a game so they start coming up with suicidal "improvements" like this? If so, then have my opinion/advice - DON'T DO THAT (be it deleting the logibots altogether or merely nerfing them). Surely many things can be ...
by Bi0nicM4n
Fri Jul 14, 2017 7:36 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 14066

Re: Friday Facts #199 - The story of tile transitions

but in next version, we would need to have graphics like this: https://us2.factorio.com/assets/img/blog/fff-199-future-river.png I guess this can become an issue, like "I'm running around in my fabulous power armor Mk2 while zoomed as out as possible. Why did I so suddenly stop? Oh, right, it's THA...
by Bi0nicM4n
Fri May 19, 2017 8:35 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68680

Re: Friday Facts #191 - Gui improvements

bobingabout wrote:If you make the toolbar a shortcut, I would like to sugest that you make the character inventory size larger to compensate.
As Twinsen already wrote, "No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar"
by Bi0nicM4n
Fri May 19, 2017 8:24 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68680

Re: Friday Facts #191 - Gui improvements

I'm also curious what you guys think about bout our UI/UX and general game interaction. Should it be improved? Is it good enough? Do you get lost in the menus? Did you have problems when first playing the game? Comment in our usual topic at the forums. Almost forgot. Could you implement the Fast Fi...
by Bi0nicM4n
Fri May 19, 2017 8:04 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68680

Re: Friday Facts #191 - Gui improvements

Yeah, I fully support. Shift + 1-5 is just SO MUCH MORE comfortable it HAS to be the default. With it, a player won't have to keep repositioning their hand on keyboard all the time, which is really unnerving. I understand new players might be uncomfortable with this at first, as I was in my time. S...
by Bi0nicM4n
Fri May 19, 2017 7:44 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68680

Re: Friday Facts #191 - Gui improvements

Finally it has been mentioned to change hotkeys for your 6th-10th items from shift-1-5 to 6-0. I agree with this change. Please DONT change the toolbar shortcuts from Shift 1-5 to 6-0 . This would be a huge step down in usability because most of us don't have fingers that can reach past 6 or 7 from...
by Bi0nicM4n
Fri May 19, 2017 7:15 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 68680

Re: Friday Facts #191 - Gui improvements

OK, I'll go straight to the point with this. Advantages I see: - No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar - Relevant item counts - No more random items appearing in the quickbar as you craft them - No more items...
by Bi0nicM4n
Sat Dec 17, 2016 2:58 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 31205

Re: Friday Facts #169 - Combat revisit 2

I welcome pretty much all these changes, and I agree that making combat more viable is the best way to counteract turret creeping. Even now I rarely ever use it (it's better to unload destroyers when they become available). However, considering the upgraded weaponry, was nerfing Behemoths really nee...
by Bi0nicM4n
Fri Nov 11, 2016 6:41 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 55255

Re: Friday Facts #164 - Nuclear power

The change made to boilers gives me hope to see an electric boiler one day, since it better suits the latter one's operation terms. Your comment confuses me. Like a circle: The energy I produced will be used to produce energy. To me, it only makes sense, if the solars could be used to heat water, t...
by Bi0nicM4n
Fri Nov 11, 2016 6:14 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 55255

Re: Friday Facts #164 - Nuclear power

The change made to boilers gives me hope to see an electric boiler one day, since it better suits the latter one's operation terms. Also, if you're going to introduce exploding nuclear reactors, I'd like to have this available aswell: 1. A way to decontaminate the irradiated area (preferably in a se...
by Bi0nicM4n
Sat Oct 29, 2016 8:55 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 31346

Re: Friday Facts #162 - Theme Art Again

I wouldn't just take artifacts out of the game, let alone biters (who would want to play in an absolutely safe world anyway? That's boring). Alien artifacts could be used to make stationary fusion reactors, the cost could be 100 artifacts per 1 MW of stable power output, day and night. Also using ar...
by Bi0nicM4n
Fri Oct 07, 2016 11:18 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 54991

Re: Friday Facts #159 - Research revolution

Alright, with so many people supporting the science change, I'm going to be the one arguing against it. The reason for this is that science becomes overcomplicated, too time-consuming to settle and thus unfun. Currently I have a well-established science factory build with 20 labs and 60 or so assemb...
by Bi0nicM4n
Thu Sep 15, 2016 9:12 am
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 47344

Re: Circuit network features for 0.15

I don't know if this has been posted there yet or not, but I really hope to see some improvement to setting inserter filters via circuit network. You see, when I set filters for inserter, I also expect it to pick items no more than needed, not determined exclusively by inserter stack bonus. Without ...
by Bi0nicM4n
Fri Sep 09, 2016 6:39 pm
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 17230

Re: Friday Facts #155 - Settling into fall

Hm. New pump definitely looks amazing, but as it's 2x1 tiles now, can we paste it on regular pipes as with earlier pump?

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