Search found 678 matches

by Hannu
Mon Oct 14, 2019 12:41 pm
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 706

Re: Belt speeds

Isn't the extra space taken up a problem, especially in deathworld? Or are the resource costs really that much more a problem? Resource cost of belts is problem only in very special conditions. I had once relatively large train & belt base (about 1 M iron per hour and hundreds of rockets). I invest...
by Hannu
Fri Oct 11, 2019 11:55 am
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 706

Re: Belt speeds

Changing lane belt speeds to scale as 3.75/7.5/15 - so that new yellows are now half speed or old yellows (or also the speed of bob's "white"), new reds are like old yellows, and new blues are like old reds - would force players to use multiple lanes or even belts in the late game (which IMHO would...
by Hannu
Fri Oct 11, 2019 9:04 am
Forum: Ideas and Suggestions
Topic: Roboport Functionality
Replies: 5
Views: 125

Re: Roboport Functionality

I think worst problem is that construction bots fill insertion roboport for logic bots. You can affect it by placing insertion roboport for construction bots far from storage chest area or put extra roboports between the storage and insertion point. Bots bring stuff there and go to nearest free robo...
by Hannu
Thu Oct 10, 2019 10:57 am
Forum: General discussion
Topic: Where do you see the End Game
Replies: 14
Views: 769

Re: Where do you see the End Game

You just said you do the same thing over every few months with almost no change. You no longer are playing a game, you are creating a tradition. I will launch a rocket, Fine tune, Quit Come back few months later Repeat. There really is no variation of what is happening. Also the goal it self is a l...
by Hannu
Mon Oct 07, 2019 11:53 am
Forum: General discussion
Topic: Energy work and a question
Replies: 9
Views: 548

Re: Energy work and a question

Astro, 2.000.000 x 2.000.000 isn't big... Minecraft maps are theoretically larger. However, they are updated only immediate vicinity of players. Most of the large area stays static and is only saved on hard disk to wait until player enters nearby chunks. Factorio updates at least partially the whol...
by Hannu
Mon Oct 07, 2019 11:42 am
Forum: General discussion
Topic: Where do you see the End Game
Replies: 14
Views: 769

Re: Where do you see the End Game

Factorio is a great game but right now it doesn't seem to have a clear purpose besides, "Build a Rocket" and "How fast can you build a rocket" Once you setup a build it pretty much repeats with that same pattern. That is sad. I have had tens of interesting challenges, even I have tendency to build ...
by Hannu
Fri Oct 04, 2019 9:52 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 27660

Re: Version 0.17.60

I'm all for modding the game to enhance it, but not to fix bad design decisions. That just means that I'm dependent on the mod author continuing to support the mod as more changes are made to the base game. I typically never update modded games. I prefer stable versions and mature mods and keep the...
by Hannu
Fri Oct 04, 2019 9:47 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 27660

Re: Version 0.17.60

I have already said that I consider those a fringe case. I may be wrong though, is this an intended way to play Factorio? Not officially, but it is very clear that megabase bulders are the best marketing people in Youtube and other channels, even probably very small minority of players ever build a...
by Hannu
Tue Sep 10, 2019 6:15 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 17765

Re: So... Let's talk about bots, and how to fix them properly...

If that's how people want to play, what's the problem? The problem is that there is no problem what we discuss here. Bots fit properly in most current playstyles, especially for megabase building. Most people do not get annoyed unrealistic ghost bots which run through each other. Actually I am sure...
by Hannu
Fri Sep 06, 2019 12:34 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 17765

Re: So... Let's talk about bots, and how to fix them properly...

I say don't overcomplicate the problem. Simply put, to power bots with solar panels should use a significant fraction of the footprint of the bot network. It doesn't even have to be more than 50%. Between 10% and 25% might be best. Then, it becomes a space trade-off, limiting expansion in a way tha...
by Hannu
Fri Sep 06, 2019 12:28 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 17765

Re: So... Let's talk about bots, and how to fix them properly...

The root of the problem is that solar is OP. :) It is another problem. In my opinion absurdly overpowered accumulators are the energy problem. They make energy production "no brainer". Solar panels are nice, I build usually about 1/3 all three energy sources but do not use accumulators (expect 10 s...
by Hannu
Fri Sep 06, 2019 5:32 am
Forum: General discussion
Topic: Do you ever use exponentiation (^) in arithmetic comb?
Replies: 11
Views: 858

Re: Do you ever use exponentiation (^) in arithmetic comb?

I think it can also be used for IIR filters. You can use "each ^ 2 => each" to compute a square mean deviation. Too bad there is no sqrt() or "each ^ 0.5" to go along with it. Do you really have ideas which need deviations or IIR-filters for control of production of actual factory or are they some ...
by Hannu
Fri Sep 06, 2019 5:09 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 17765

Re: So... Let's talk about bots, and how to fix them properly...

Devs only think about the game up to the point of the first rocket and late game balance is completely screwed up with this bots bias. You should not need to have so many bots in the first place. It is better to compensate with large cargo if needed. Better for UPS and same goal of throughput can b...
by Hannu
Mon Sep 02, 2019 12:24 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 17765

Re: So... Let's talk about bots, and how to fix them properly...

I don't believe I will ever agree with that statement. Bots being better than belts is exactly as much a problem as electric miners being better than hand mining. It depends on your point of view. In my opinion belting and piping stuff is interesting logistic problem and also aesthetically nice thi...
by Hannu
Mon Sep 02, 2019 12:10 pm
Forum: General discussion
Topic: Do you ever use exponentiation (^) in arithmetic comb?
Replies: 11
Views: 858

Re: Do you ever use exponentiation (^) in arithmetic comb?

No, problem of combinators is that there is no actual use for them in the game. Of course there are systems which are intended to use combinators to produce strange things and some control systems too, but at least for me they are more for use of combinators than actual need. Combinators would be gr...
by Hannu
Wed Jul 03, 2019 9:43 am
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 1801

Re: How does uranium processing not cause desync?

I disregard the non-philosophical implications of the discussion :) In my head the question is : can a computer flip a coin ? and I thought it was no, like for the camera feed, someone else has flipped the coin, the computer just read the answer; another computer with the same feed would do the sam...
by Hannu
Sun Jun 30, 2019 12:43 pm
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2310

Re: Should standing next to an active reactor harm player health?

This kind of details are quite annoying if they are alone. It would not change gaming, but force just make more work and suffer delays. They would work if there was a proper model of health in the game and staying alive would be a essential part of the game. You should have proper food, water, rest,...
by Hannu
Fri Jun 28, 2019 7:25 pm
Forum: General discussion
Topic: Train cornering speed limit - variable radius corners
Replies: 41
Views: 2117

Re: Train cornering speed limit - variable radius corners

Thank you kind sir/madam. Does anyone have any specific objections to the track tech levels I described above? They seem to be interesting and well thought. I would like to have it. Except one thing. Large radius curves should be available at all levels so that it would be possible to lay main line...
by Hannu
Fri Jun 28, 2019 7:14 pm
Forum: Ideas and Suggestions
Topic: Cliff Explosives leaves behind stone & coal...
Replies: 1
Views: 109

Re: Cliff Explosives leaves behind stone & coal...

Why? I would understand if cliff explosives were usable from beginning, when player have to mine things by hand or have very limited number of automated miners. But at the phase when cliff explosives become available, all collected stuff is just annoying fill of limited inventory. Few tens or hundre...
by Hannu
Fri Jun 28, 2019 6:59 pm
Forum: Balancing
Topic: Biters Aggressiveness towards Power Poles
Replies: 8
Views: 539

Re: Biters Aggressiveness towards Power Poles

...it is not reasonable to have to bring in a supply of ammo for gun turrets, or a massive solar farm for each base) and the power poles get routinely attacked - leaving the base completely defenseless. In my opinion "it is not reasonable" is little bit strange statement under conditions "...leavin...

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