Search found 700 matches

by Hannu
Fri Jan 17, 2020 10:08 am
Forum: General discussion
Topic: Playing with biters
Replies: 12
Views: 480

Re: Playing with biters

Please let me know: Is this because I choose to use deathworld settings? Is it really wanted that the aliens distract the player 3/4 of the time? Did I do something wrong? Would it have made a big difference to use the shot gun and/or the rocket launcher? Deathworld is very extreme setting. If you ...
by Hannu
Fri Dec 27, 2019 8:18 am
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 2229

Re: Bots Versus Belts - Vas's Take

Bots win in at least three situations that cannot be fixed by buffing belts: In megabases, bots conserve the only resource that matters, UPS. In the endgame, bots win in optimal beacon setups due to their low space and flexible positioning. The space is already lower than any conceivable buffed bel...
by Hannu
Tue Dec 10, 2019 8:31 am
Forum: General discussion
Topic: Pollution Scubber
Replies: 6
Views: 536

Re: Pollution Scubber

No. Such a device is unrealistic and do not give interesting gaming mechanics. I would prefer for example ecological modules for advanced pollution control. They could reduce pollution at cost of speed, power consumption and maybe productivity. It would be more consistent to reduce pollution by addi...
by Hannu
Wed Dec 04, 2019 3:42 pm
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1291

Re: Gun turret range

make a chain of turrets, box >long hand inserter into turret>long hand inserter from this turret into other turret then > long hand insterter from this turret into .... and so on. made like 100 in one chain.You need to supply only first one, then they hand over ammo thru the chain. Looks cool save ...
by Hannu
Fri Nov 29, 2019 12:34 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 62980

Re: Attacking biters with turrets makes all weapons pointless

It's only when I can crush more or less effortlessly resistance (power armor MK2, shields, powerful weaponry, ...) that I don't feel the need to back my ass with turrets. In my opinion it is OK to make back fortress with turrets away from attack range. It is real war tactics to make temporary forti...
by Hannu
Fri Nov 29, 2019 12:21 pm
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1291

Re: Gun turret range

SirSmuggler wrote:
Thu Nov 28, 2019 12:31 pm
Perhaps long handed inserters would fair better? They can be placed with a one tile gap to the turrets they feed and so should avoid any splash damage from spitters hitting the turrets.
Thanks for the tip. I will test this during weekend.
by Hannu
Thu Nov 28, 2019 7:56 am
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1291

Re: Gun turret range

I would like to use gun turrets for defense, but I find that they get quickly destroyed by spitters in the mid game, and that laser turrets are the only option. Have you even tried? I have no problems to defend large bases with gun turrets. They are often destroyed and ammo feeding inserters are co...
by Hannu
Thu Nov 28, 2019 7:42 am
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1291

Re: Gun turret range

Yall are missing the 'real' obvious problem: The gun turret has a mere 400 hp, the laser turret has 1000, and flamethrower turret has 1200. The issue is it's lack of durability. This is why I've wished that they added an 'Armoured gun turret' to the game, which had the same gun, but more hp (and ma...
by Hannu
Thu Nov 28, 2019 7:32 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 62980

Re: Attacking biters with turrets makes all weapons pointless

That is a lot of " I's". There are plenty of players who go all out military, and many who avoid bots despite them being objectively better. Also, should turret building near nests be discouraged, your playstyle would be unaffected. What is actual problem? All we are Is and have personal playstyles...
by Hannu
Tue Nov 26, 2019 2:56 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 177
Views: 207512

Re: Factory Coin Mining plagiarism?

It is clearly inspired by Factorio, but just from seeing the list of basic resources, it's just a clone. Basic mechanics of Factorio is very basic mechanics in industry. Item and production chains are based also from real world. It is quite difficult to make another automation game which is not a c...
by Hannu
Tue Nov 26, 2019 11:04 am
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 6607

Re: Are efficiency modules even worth it?

Lategame, i found efficiency modules still nice to have at mining outposts near the front lines. Sure if you want to reduce attacks. However, I appreciate Bob's pollution increasing modules at outposts near borders. They give more action. But when you first get efficiency modules and start spamming...
by Hannu
Tue Nov 26, 2019 10:59 am
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 6607

Re: Are efficiency modules even worth it?

Depending on the map settings (high biter settings + marathon-ish costs settings), fighting biters can cost you a significant enough portion of your resources to compel lower your pollution cloud as much as possible in order to free some of these resources for science. OK. I have never seen anyone ...
by Hannu
Tue Nov 26, 2019 7:55 am
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 6607

Re: Are efficiency modules even worth it?

The only situation I can imagine mk 3 eff modules to be useful are miners in combination with speed beacons to keep pollution down to 20%. However, this is supersuperlategame when this starts to make sense.. There is no reason to care about pollution at very late game. In my opinion it is more inte...
by Hannu
Tue Nov 26, 2019 7:40 am
Forum: General discussion
Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
Replies: 35
Views: 2550

Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?

Usually I use 6 reactor units. I like to build separate powerplants in my railworld like in real world. I do not use beacons so I need usually one or two 6 reactor units and one or two coal plants at approximately same output. Few GW total. It may not be technically optimal solution but practical di...
by Hannu
Tue Nov 26, 2019 7:22 am
Forum: Balancing
Topic: Cost of signal filtering
Replies: 9
Views: 720

Re: Cost of signal filtering

PyroFire wrote:
Thu Nov 21, 2019 10:47 am
This mod is perfectly efficient and perfectly optimized because it literally uses tiny combinators, and the surface it creates for you to configure is only temporary for you to configure it.

Did i miss anything?
Thank you. It really seems that nothing is missed. I will try this next time I play.
by Hannu
Thu Nov 21, 2019 9:56 am
Forum: Balancing
Topic: Cost of signal filtering
Replies: 9
Views: 720

Re: Cost of signal filtering

I would prefer 1x1 sized electronics box (or 1x2 or 2x2 if connections would require more room) which would work like factorissimo mod if player open it by clicking. There could be large room for complex combinator connections. It would be very realistic too, you can have very powerful server and in...
by Hannu
Sun Nov 03, 2019 9:04 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 3080

Re: Criticism: Belt Immunity Equipment

Not quite correct. When you have 16 belts wide bus it is complicated even with bots. Sure. I have always mods and commands to make things easier in that phase of the game. Vanilla Factorio is far too grindy experience at such level. Nothing changes, but the excosceleton moves automatically, when yo...
by Hannu
Fri Nov 01, 2019 1:07 pm
Forum: General discussion
Topic: are more ammo-based turrets comming?
Replies: 17
Views: 1379

Re: are more ammo-based turrets comming?

Yeah but it is supper easy to do and give no challenges. When you are at late game and build large defence walls lasers and gun turrets are as easy to build. You spam blueprints and bots make the hard job. You need roboports in any case for repairs, just add requester chest and inserters for turret...
by Hannu
Fri Nov 01, 2019 12:46 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 3080

Re: Criticism: Belt Immunity Equipment

I like the idea that it is part of exoskeleton. So that it needs constant movement, but still is able to take the belt speed with for walking. I do not agree this. When you have exoskeleton you have personal construction bots and do not anymore need to stay middle of spaghetti when you build it. It...
by Hannu
Mon Oct 28, 2019 6:42 pm
Forum: DyWorld
Topic: Lack of sand
Replies: 2
Views: 146

Lack of sand

I have played DyWorld 0.8.6 and encountered several problem. Lack of sand seems to bee very bad restriction for base productivity. I can not find a recipe to produce sand (I use FNEI). I used helmod to plan modest 0.5 science per second base. Even I use neutrobaltium machines with 12 prod3 modules i...

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