Search found 48 matches

by SirSmuggler
Thu Feb 18, 2021 6:29 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 7076

Re: Efficiency Module Scaling

If trees could be planted, but they would not grow unless pollution is low enough, there would be some incentive to use green modules for thouse who want to prettyfy their bases with some greenery, but it would be just as optional as it is today if all you care about is massive produktion numbers?
by SirSmuggler
Wed Dec 09, 2020 5:24 am
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 62
Views: 6467

Re: your thoughts on menu simulation

I like them. Could be a bit longer and perhaps some kind of smoother transition between scenes... As many have allready pointed out :D
by SirSmuggler
Wed Dec 02, 2020 5:23 am
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 13098

Re: Anyone use barrels?

Where is the like button when you realy need it :D
by SirSmuggler
Tue Oct 27, 2020 12:28 pm
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 1298

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: 99
Views: 10737

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: 395

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: 395

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: 392

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: 99
Views: 10737

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: 99
Views: 10737

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: 67
Views: 7935

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: 2520

Re: 4 years worth of stupid!

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" :...
by SirSmuggler
Wed Aug 19, 2020 12:24 pm
Forum: Gameplay Help
Topic: When you run out of iron
Replies: 4
Views: 888

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 speed buff
Replies: 44
Views: 6144

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: 745

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: 745

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 explenat...
by SirSmuggler
Wed Jun 10, 2020 5:31 am
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 27748

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: 10367

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: 4334

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: 5819

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...

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