Search found 45 matches

by SirSmuggler
Tue Oct 27, 2020 12:28 pm
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 701

Re: Increase Beacon Reach by 1 Tile

How about extending the range, and to balance it limit the number of beacons that can effect a single machine? It's probobly an even more unpopular and controversial sudgestion, but I like it. For all I care personaly, limit beacons so that each machine can only gain the benefits of a single beacon....
by SirSmuggler
Fri Sep 18, 2020 6:12 am
Forum: General discussion
Topic: I can't beat it...
Replies: 82
Views: 4153

Re: I can't beat it...

I'm no combat expert and have never even tryed any kind of deathworld. So take my advice with a healthy dose of salt. For the tank, I actualy find peircing shells to be very good. It might just be my driving that is at fault, but with explosive shells, there is allways a biter between me and any nes...
by SirSmuggler
Wed Sep 09, 2020 5:50 am
Forum: Gameplay Help
Topic: More hotbars
Replies: 3
Views: 212

Re: More hotbars

Ah, I probobly got the number of hotbars displayed and the total number mixed up then. Thanks for the help.
by SirSmuggler
Tue Sep 08, 2020 9:03 am
Forum: Gameplay Help
Topic: More hotbars
Replies: 3
Views: 212

More hotbars

I'm allmost sure I read in some FFF when the new hotbar was instroduced that you could add more hotbars then the 9 (?) avalible by default. But I can't find that function in game now. Did I dream it or am I just not looking in the right place :?:
by SirSmuggler
Thu Sep 03, 2020 12:37 pm
Forum: Implemented Suggestions
Topic: Individual Spidertron Remotes on Quickbar Slots
Replies: 3
Views: 216

Re: Individual Spidertron Remotes on Quickbar Slots

Unless I totaly missunderstand, what you want is allready possible.
Link your controller before you put it on your hotbar and the shortcut will be to that specific controller.
by SirSmuggler
Mon Aug 31, 2020 10:29 am
Forum: General discussion
Topic: I can't beat it...
Replies: 82
Views: 4153

Re: I can't beat it...

DaveMcW wrote:
Mon Aug 31, 2020 9:43 am
The spawner bug was fixed in 18 months ago in the experimental branch and 11 months ago in the stable branch.
Well... time flys when you play Factorio as the saying goes :D
by SirSmuggler
Mon Aug 31, 2020 6:33 am
Forum: General discussion
Topic: I can't beat it...
Replies: 82
Views: 4153

Re: I can't beat it...

I am just curious, did biter/spitter strength or their evolution get bumped up in the last 6-9 months? I didn't play for a while in the run up to 1.0. One thing that comes to mind is that they fixed a bug where biter nests would absorb any amount of pollution, resulting in your pollutiopn cloud eff...
by SirSmuggler
Tue Aug 25, 2020 6:31 am
Forum: Balancing
Topic: Defence economy balance
Replies: 28
Views: 1405

Re: Defence economy balance

When it comes to power usage, isn't continuous fire a bit misleading? Considering my own experience (biased as it might be) my turrets spends most of their time doing nothing, and firing only a small portion of them time. Where does the energy consumption calculation end up if we factor in turrets f...
by SirSmuggler
Mon Aug 24, 2020 8:11 am
Forum: General discussion
Topic: 4 years worth of stupid!
Replies: 10
Views: 1927

Re: 4 years worth of stupid!

sparr wrote:
Mon Aug 24, 2020 7:54 am
A lightning strike could be approximated as lasting one second :)
I'm no lightning expert, but that seems a very exegrated estimation. Wikipedia has this to say: "the average duration is 0.2 seconds made up from a number of much shorter flashes (strokes) of around 60 to 70 microseconds"
:mrgreen:
by SirSmuggler
Wed Aug 19, 2020 12:24 pm
Forum: Gameplay Help
Topic: When you run out of iron
Replies: 4
Views: 499

Re: When you run out of iron

There is no tech avalible to get iron from any where. There is mining productivity resaech though that will help resources to last longer.

So when you run out, move base or us belts or trains to transport iron from a new ore field to your base.
by SirSmuggler
Mon Aug 17, 2020 6:33 am
Forum: Balancing
Topic: Spidertron buff
Replies: 27
Views: 1443

Re: Spidertron buff

Given the many abilities of the spider, I don't think a relative lack of speed is a problem. It has so many uses, it doesn't need to outclass every other means of transportation.
by SirSmuggler
Thu Aug 13, 2020 11:46 am
Forum: Ideas and Suggestions
Topic: Add more information to entity descriptions
Replies: 14
Views: 334

Re: Add more information to entity descriptions

That would work. Is "tiles" the unit used on turrets and artillery to display range (currently not able to check in game)?
by SirSmuggler
Thu Aug 13, 2020 5:59 am
Forum: Ideas and Suggestions
Topic: Add more information to entity descriptions
Replies: 14
Views: 334

Re: Add more information to entity descriptions

I looked at the radar picture and though, "Yeah, that would be nice!"
Then I looked at it a bit more and relized, "chunks" is a very technical term and AFAIK it is never used or explained in the base game? So it might not realy fitt, atleast not on its own with no futher explenation.
by SirSmuggler
Wed Jun 10, 2020 5:31 am
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 20138

Re: Friday Facts #350 - Electric mining drill redesign

how steady and predictable they were, always outputting while at the ends for example. they don't, I checked :) Damn, you're right haha, the animation is slightly longer. Your brain makes it work when it isn't. :) I guess the fact that there is at least a perceivable relationship between production...
by SirSmuggler
Fri Apr 17, 2020 5:04 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 7240

Re: Friday Facts #343 - Environmental particle effects

Omarflyjoemacky wrote:
Fri Apr 17, 2020 4:51 pm
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.
by SirSmuggler
Thu Nov 28, 2019 12:31 pm
Forum: Balancing
Topic: Gun turret range
Replies: 21
Views: 3103

Re: Gun turret range

In my opinion weakness of inserters are much worse problem. I like that biters can make real damage and stress my manufacturing plants and logistics. Replacing walls and turrets is very natural part of defense line. But inserters are ridiculously weak and area effect destroys them first. Perhaps lo...
by SirSmuggler
Fri Oct 18, 2019 9:14 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 4317

Re: Criticism: Belt Immunity Equipment

the sad one-tile gap, which can currently only be filled by a panel, really grinds at me. You can also fill it with not filling it with anything. Having an empty spot above it is exactly the same as it being 1x2 in size. It's even better, having it 1x1 means its flexible, you can leave an empty slo...
by SirSmuggler
Thu Oct 10, 2019 5:57 am
Forum: General discussion
Topic: Where do you see the End Game
Replies: 23
Views: 3583

Re: Where do you see the End Game

Take Art for example - one could argue in Art there are no goals. But that is a misconception. It simply is not a functional goal. Say I want to make Star Trek Enterprise in Minecraft - while it serves no functional purpose. The goal it self is to make Star Trek Enterprise. Goals always exist, peop...
by SirSmuggler
Tue Oct 08, 2019 8:24 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 878

Re: Robot energy math

Oh, lot's of relevant information on that page! Thanks! I assume one tile is 1 square meter?
by SirSmuggler
Tue Oct 08, 2019 6:40 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 878

Robot energy math

TL;DR: What is the base speed of bots? The rest is just me rambling as I try to math, read at your own peril :D I love building with construction robots from my personal roboports. However, I'm struggling to keep more than a handful working for any length of time as batterys drain really fast when a...

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