Search found 842 matches

by Hannu
Thu Aug 12, 2021 7:39 am
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

Nothing is wrong with it. This is a general discussion about controlling robots. Specific discussion about improving robot control is a suggestion. Which is this other board with the name “Suggestions”. :) My point is more general discussion about how robot system could be improved (in some sense, ...
by Hannu
Tue Aug 10, 2021 1:17 pm
Forum: Balancing
Topic: Spidertron speed buff
Replies: 44
Views: 6144

Re: Spidertron speed buff

I think it’s much simpler: Spidy looks just silly when running so fast. :D I’ve been using a mod to put about 30 eco-sceletons in it. The result looks ridiculous, I have been laughing for a minute. :lol: 8-) It may be your opinion, but I think most building oriented players would accept silly looki...
by Hannu
Mon Aug 09, 2021 3:12 pm
Forum: Balancing
Topic: Spidertron speed buff
Replies: 44
Views: 6144

Re: Spidertron speed buff

I think the problem is different play philosophies. Others want to keep combat aspect during the game even in endgame and others like that focus of the game moves from surviving through organized defense, active attacking to conquer area and resources to fully automated defense at endgame so that pl...
by Hannu
Mon Aug 09, 2021 2:44 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

The bot is super stupid, most things are done by the logistic network controller. This is because if every 🤖 could control himself this would lead to situations, where a new requester chest is placed, all bots would like to fulfill the request at once, which leads to game getting stuck for a second...
by Hannu
Fri Jul 09, 2021 11:47 am
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

On paper yes, but if you provide the software as a game to a wide audience, risk of "misusage" or at least "not intended" usage of the tools you provide will occur. The very existence/implementation of item in the game that could, when misused, create an unpleasant experience fo...
by Hannu
Fri Jul 09, 2021 11:08 am
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

What do you mean with “realistic”? Do you mean some kind of Amazon flying robots, that bring you your orders? :D And what means efficiency for you, if this would mean, that the game runs with 50% of the not so realistic bots version? No, I mean more general things. There are no such transport bots ...
by Hannu
Thu Jul 08, 2021 1:31 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

What new game-play would that enable? That’s the good question here. More efficiency and realistic like solutions in logistic problems. Probably nothing for far majority of players. I do no expect this kind of things in Factorio but hope that someone will make more nerdy games with interesting game...
by Hannu
Thu Jul 08, 2021 12:43 pm
Forum: General discussion
Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Replies: 13
Views: 1175

Re: We need more control over bots

Isn't combinators already programming in factorio? Why add another language? I think combinators are Turing complete. But your picture tells why we (read: I and couple other HC nerds) would like to have text based scripts to control things. Most non-trivial tasks need huge contraption of combinator...
by Hannu
Thu Jul 01, 2021 7:13 am
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 3407

Re: We need more control over bots

What do you think happens to all the current performance optimizations and your UPS in general if a turing complete ruleset was executed before any bot action? The easiest solution would be two types of bots. Current bots as basic bots and then high tech-bots with sophisticated and preferable progr...
by Hannu
Tue Jun 15, 2021 11:40 am
Forum: Balancing
Topic: Beacons and Level 3 Modules Unfun
Replies: 18
Views: 1575

Re: Beacons and Level 3 Modules Unfun

Since beacons are neither intuitively realistic or enabling a greater variety of build designs, I don't personally find them fun. One solution would be simply not to use them, however productivity modules are so powerful that not using them is an extreme nerf to your science output. I agree. I do n...
by Hannu
Tue Jun 15, 2021 10:49 am
Forum: Ideas and Suggestions
Topic: Autopause game if afk
Replies: 9
Views: 755

Re: Autopause game if afk

I play always in window mode so that I can react faster if something happens in game. I do not agree with obligatory autopause. It may be an option but it would prevent running at background to wait something or see how base can run long periods. However, it would be nice if sounds were automaticall...
by Hannu
Fri Jun 11, 2021 9:27 am
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 1400

Re: Why don't forests regenerate over time.

What would you use trees for? The only thing that makes sense would be wooden chests, which you shouldn’t need unless you are striving for extreme ups and the natural trees should yield enough wood for. There is no use for wood but natural behavior and diversity increases immersion to game even tha...
by Hannu
Wed May 05, 2021 11:54 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 29
Views: 5736

Re: Is using other people’s blueprints cheating?

This sounds to me like removing the work aspects and keeping the fun. It seems to be very common attitude with players and secret of success of this kind of games. However, I would like to have gamemode in which I should plan and build active control systems to adapt all kind of variations in condi...
by Hannu
Fri Apr 30, 2021 10:55 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 29
Views: 5736

Re: Is using other people’s blueprints cheating?

But I strongly disagree on the opinions that blueprinting " breaks the spirit of the game ". Factorio is a game about engineering, and "blueprinting" (using the existing solution to a specific subproblem to solve a bigger problem) is a common practice in real life, such as in pr...
by Hannu
Wed Apr 21, 2021 11:20 am
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 13098

Re: Usefulness of barrels

Barrels are outdated and I tried to find examples in real file where we use barrels. Most of them are small scale examples so they won't fit this game. There are couple of uses. Barrels are very practical in machine workshops to produce blue belts and electric motors. They are also good in sulfuric...
by Hannu
Tue Apr 20, 2021 8:29 am
Forum: Ideas and Suggestions
Topic: Fly, Swim, Dig !...
Replies: 3
Views: 369

Re: Fly, Swim, Dig !...

What kind of challenge do you think to get with these changes? Then you should build several types of turrets everywhere. There would not be any strategic decisions anymore. Now player can use nature as defense and save significant amount of game resources and work by wise choice. I like such challe...
by Hannu
Fri Apr 16, 2021 10:56 am
Forum: Gameplay Help
Topic: How do I save UPS for megabase?
Replies: 18
Views: 2730

Re: How do I save UPS for megabase?

BTW, the reason that “no pollution” was suggested was because it does consume some of your UPS. So do biters, especially when your fixed Artillery has cleared everything in range, but suddenly gets a range increase (due to tech). It was not about the challenge (or lack thereof) at all. Exactly. Meg...
by Hannu
Fri Mar 26, 2021 12:46 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 7900

Re: Steam Engine should not "scale down" automatically.

Can't say I'd enjoy it. Early game when steam is your only source of power it'd result in more micro. Busywork essentially. If I had a circuit network or something to have control over it maybe I'd like it, but I can't see the appeal. Later on it doesn't matter nearly as much. When I got nuclear po...
by Hannu
Tue Mar 16, 2021 2:21 pm
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1800

Re: Why pathfinding is so bad?

I'm not unfriendly to the devs. I would even understand if they decided that pathfinding is good enough. Color me instead surprised. We are talking of a team of devs who put thousands upon thousands of hours into a finely tuned game, but somehow the pathfinding is not making justice to it, and is n...
by Hannu
Tue Mar 16, 2021 9:56 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 1800

Re: Why pathfinding is so bad?

Unfortunately for the biters, they are not meant to be a serious RTS style challenge for the player. Instead, they are meant to just be some pressure, a resource sink into which the player puts defensive then offensive efforts. I would not expect them to improve the biter AI. The game is very highl...

Go to advanced search