Search found 819 matches
- Fri Mar 05, 2021 10:23 am
- Forum: Gameplay Help
- Topic: Fluids are killing me
- Replies: 12
- Views: 481
Re: Fluids are killing me
The thing about oil is that it seems very out of place for this game as if it was designed with a very different mindset for an entirely different game. What do you mean? Liquids and oil refining with 3 products have been very long time part of the game. in other system in this game do we have to j...
- Fri Mar 05, 2021 8:45 am
- Forum: Gameplay Help
- Topic: Fluids are killing me
- Replies: 12
- Views: 481
Re: Fluids are killing me
This may not be a question. But it's been an amazing ride all the way until i reach the Oil and advanced oils section of the game play and i lost all my apatite to play. 40 hours and i love each one of them but i can't understand how to make oil run with no problem without using these circuits. Why...
- Fri Feb 05, 2021 10:33 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 2651
Re: Nerf the Portable Fusion Reactor?
PFR is not overpoered, it is ridiculously underpowered for endgame purposes, especially with marathon. It's intentionally underpowered, I think. Otherwise power armor will overshadow everything else. It seems to be balanced for combat purposes but clearly underpowered for endgame building. I usuall...
- Mon Feb 01, 2021 12:55 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 36
- Views: 2437
Re: Dyson Sphere Program
I bought it at Friday and used a weekend. I have researched about half of "yellow" research topics (science tier 3/6) and plan to begin the purple science (tier 4/6) soon. I have interplanetary logistics running and Dyson swarm at beginning phase but have not yet research other solar syste...
- Thu Jan 07, 2021 1:44 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 60
- Views: 3911
Re: Defence economy balance
What I find crazy is how OP landmines are. They make all of the other military entities redundant in comparison. Once you get landmines, biters become a sideshow to the game. Does mines have any significant effect to behemoth biters? The other thing that is utterly unbalanced, is artillery on islan...
- Thu Jan 07, 2021 8:53 am
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 1730
Re: Use of active provider chests
I did not notice than anyone has mentioned mods. Many mods add waste or side products to recipes. You do not want that passive provider is ever filled.
- Thu Jan 07, 2021 8:46 am
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 33
- Views: 2820
Re: Game optimization and playability
Factorio is extremely well optimized. It can handle tens of thousands of active entities with . I think there is not much to do. There will be limit somewhere in any case and it is easy to break it with building bots. If you got 8 times more performance by threading it would increase time before you...
- Tue Dec 22, 2020 10:10 am
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 2146
Re: Come up with new infinite research
Not sure why wube wanted to remove biters from the endgame, if that was their intention. In my opinion this is very good change for all building games. At beginning game is more surviving and builds are fast and simple. Then focus moves slowly from defense to active conquering of area with increasi...
- Tue Dec 22, 2020 10:04 am
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 2146
Re: Come up with new infinite research
I suggest speed of construcion. The best way is to reduce energy consumption of construction bots or increase output of portable fusion reactors. That would give huge boost to personal and spidertron's building capacity but not disturb balance of bot bases because logistic bots could be as they are....
- Wed Dec 09, 2020 2:14 pm
- Forum: Balancing
- Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
- Replies: 19
- Views: 1557
Re: Portable Fusion Reactor visual appearance in relation of visual totality of game
Nuclear fuel, perhaps? :D I agree that fusion reactor is in wrong game. I thought always that it was placeholder for some better idea for energy production. I would replace fusion reactor with expendable radiothermal generator. It would be build from nuclear fuel cells and other high tech stuff. It...
- Tue Nov 10, 2020 11:22 am
- Forum: General discussion
- Topic: Help! We are running out of bug reports!
- Replies: 13
- Views: 2022
Re: Help! We are running out of bug reports!
Hey, they plan a new method for money collection. They sell a game without bugs and bugs must be bought separately. Maybe there will be popping microtransaction window with option "OS crashing 10 €, game crashing (with save file corruption) 5 €, game crashing (without save file corruption) 2 €,...
- Thu Nov 05, 2020 8:54 am
- Forum: Implemented Suggestions
- Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
- Replies: 7
- Views: 387
Re: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
Removing of connections should be behind more complex key combination. There is no need to make it many times in building but it make annoying unintentional problems when for example I adjust inserters in stations and mouse hits to poles.
- Thu Nov 05, 2020 8:42 am
- Forum: General discussion
- Topic: 1.35k S/M bases should be more popular
- Replies: 19
- Views: 1290
Re: 1.35k S/M bases should be more popular
I thought most people researched mining productivity and bot speed I think so too. But in my opinion resource gathering is essential part of logistic game and high mining productivity makes minefields practically infinite. That may be different with those who use beacons to increase throughput to s...
- Tue Nov 03, 2020 7:48 am
- Forum: General discussion
- Topic: 1.35k S/M bases should be more popular
- Replies: 19
- Views: 1290
Re: 1.35k S/M bases should be more popular
how do you consume military science packs if they are not required for research? I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing...
- Wed Oct 28, 2020 2:07 pm
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 1622
Re: Spidertrons need to be damaged by explosions
Have you considered a tileable expanding wall blueprint? You just place wall/artillery modules one after another to expand and can remove it when you are done. I have tried it. It works, but spidertron is more interesting way to do it. When I am at that phase in my game that I conquer my main area,...
- Wed Oct 28, 2020 2:02 pm
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 1622
Re: Spidertrons need to be damaged by explosions
If you don't want to use the highly effective tools the game provides to you for the express purpose of the thing you desire, you shouldn't be complaining about the difficulty of the thing you desire. You are doing it wrong. As someone mentioned, Spidertron is highly effective tool I want to use ac...
- Fri Oct 23, 2020 9:47 am
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 1622
Re: Spidertrons need to be damaged by explosions
Yes, that's called artillery. If it's not fast enough for you, bring more artillery or research more shooting speed. If it doesn't clear enough space, research more range. I do not like artillery. I have to build massive defenses around artillery base and move them always I move the cannon because ...
- Tue Oct 20, 2020 11:12 am
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 928
Atomic bomb is too weak
I used atomic bombs first time in 1.0. They seem to be nerfed to pretty useless compared with spidertron and rockets and artillery. I do not understand what is the point of making gorgeous graphics but balance weapon to level that you try it once and see it beautiful but useless. Also those craters ...
- Tue Oct 20, 2020 10:57 am
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 1622
Re: Spidertrons need to be damaged by explosions
Even without PVP, [accidental] [self] friendly fire should be at least as dangerous in spidertron as in a tank. No thanks. If spidertron took damage from explosions destroying massive biter colonies would become very impractical because spidertron would destroy itself with own rockets. Now it is us...
- Fri Oct 09, 2020 2:13 pm
- Forum: General discussion
- Topic: Bots versus Belts
- Replies: 49
- Views: 3388
Re: Bots versus Belts
Sorry, what's the math behind that? JIT demands that you optimize perfectly so there isn't anything less/or more than what is required to build. And factorio is all about JIT. Factorio has nothing to do with JIT. In real life everything costs and JIT is a way to optimize costs. In Factorio everythi...