Search found 1191 matches

by 5thHorseman
Sun May 09, 2021 7:38 pm
Forum: Gameplay Help
Topic: Early bots to save my hands
Replies: 6
Views: 1254

Re: Early bots to save my hands

I really like Construction Drones. They're pretty OP, such that the first personal bots you get aren't as good as they are. However, once you get some upgrades construction bots beat out drones.

I don't think I'd ever start a game again without day-one bots/drones/etc.
by 5thHorseman
Tue Mar 16, 2021 8:51 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 2985

Re: Why pathfinding is so bad?

The only autonomous vehicles in this game are trains that can't wander off the rails and robots that always go straight at their target.

My guess is you're talking about bots, and your logistic network is too big and/or you don't have good roboport coverage.
by 5thHorseman
Mon Mar 15, 2021 10:21 am
Forum: Ideas and Requests For Mods
Topic: Damage to player when hand crafting
Replies: 2
Views: 636

Re: Damage to player when hand crafting

I went for the "Lazy Bastard" achievement one time, and ever since then I've had no trouble making sure everything is automated.
by 5thHorseman
Sat Mar 13, 2021 8:00 pm
Forum: Ideas and Suggestions
Topic: Improving the End of the Game
Replies: 3
Views: 762

Re: Improving the End of the Game

Someone plays Rimworld.
by 5thHorseman
Thu Mar 04, 2021 9:13 pm
Forum: Gameplay Help
Topic: Fluids are killing me
Replies: 17
Views: 2698

Re: Fluids are killing me

I do a fairly bad job of explaining it all in one of my videos, but I do get 3 things exactly right: What the ratios are (roughly 8 refineries, 2 heavy cracking, and 7 light cracking is an imperfect ratio but is very good for a first stab) How you can tell what the ratios are from the information in...
by 5thHorseman
Thu Feb 11, 2021 6:34 am
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 3753

Re: Poll for strategies to power your equipment grid

I've honestly never used the PFR. I don't even know how it works. You put it in your armor and it creates power for free forever. It is exactly like the solar panels but it works all the time and is bigger. I'm a bit surprised you happily run your personal roboport on solar and batteries. Even in p...
by 5thHorseman
Tue Feb 02, 2021 5:53 pm
Forum: Technical Help
Topic: GOG not up to date.
Replies: 3
Views: 748

Re: GOG not up to date.

GOG never gets updates quickly. It's the one and only reason I don't buy games from their otherwise really nice service.

I bought FTL from them. Then I bought it again on Steam because I was sick of waiting for updates.
by 5thHorseman
Tue Feb 02, 2021 4:28 am
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 3753

Re: Poll for strategies to power your equipment grid

Reasons for my votes, which match for the most part the most popular answers. I always user the Personal Fusion Generator. Obviously, I don't use it until I've unlocked it. But I tend to rush it and when I get it, those portable solar panels go in the trash bin. I prefer to not have to think about p...
by 5thHorseman
Thu Jan 28, 2021 2:45 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 11697

Re: Nerf the Portable Fusion Reactor?

And belts, which run forever for free. IMHO, belts should require power. I'd actually like to try a version of Factorio where belts needed power. And offshore pumps, maybe allow a tiny flow handwaved as surface tension, just enough to slowly start a steam engine that can then power the pump. Or giv...
by 5thHorseman
Thu Jan 28, 2021 1:52 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 11697

Re: Nerf the Portable Fusion Reactor?

It's not a matter of realism, it's a matter of consistency. Everything in the game adheres to the laws of the conservation of matter and energy, except in this one occasion. Except science packs, that cram furnaces and walls and train tracks into little packages that then vanish forever to be turne...
by 5thHorseman
Thu Jan 28, 2021 1:46 am
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 44
Views: 18010

Re: Dyson Sphere Program

It's a very good game. It's like Factorio enough to scratch that itch, but different enough to give a new experience. The spherical surface and 3D building options give new opportunities and challenges. There are inherent construction and logistic puzzles just like in Factorio. You can't really do a...
by 5thHorseman
Mon Jan 25, 2021 3:33 pm
Forum: Off topic
Topic: What's next for Wube?
Replies: 12
Views: 4852

Re: What's next for Wube?

https://www.reddit.com/r/factorio/comments/l3ary4/expansion_confirmed/ Can't find this ""our next step is creating an expansion for it." comment. Didn't look too hard. May have been removed by wube. Anyone? Could have been a mistake, could have been wube is planning on 3d expansion o...
by 5thHorseman
Mon Jan 25, 2021 3:23 pm
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 4432

Re: Spidertron grid size

I support every one of these suggestions.

Except "keep it the same."

The VERY FIRST thing I did with my Spidertron, once I unlocked it, was to install the mod that gives you more Spidertrons. Like literally. I got in, saw the equipment grid, laughed, and exited the game to check for mods.
by 5thHorseman
Mon Jan 25, 2021 12:23 pm
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 35
Views: 6294

Re: I think assembling machines need some balance changes

I've always thought it was weird that the only thing in the game that crafts at the default crafting speed was the one thing the entire game is built around not crafting with.

But as to how fast things actually craft I don't think there's any imbalance between assemblers.
by 5thHorseman
Thu Jan 21, 2021 6:35 am
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 2260

Re: Dragable Train signals

I would say this is the point, where we need a modder, that implements it somehow and then we will see. Imho if there would be a need for this mod there would be one already. Then no more mods should be required for the game as if anybody wanted it it'd already have been written. To have a mod, som...
by 5thHorseman
Thu Jan 21, 2021 4:32 am
Forum: Questions, reviews and ratings
Topic: Best mods that don't affect vanilla too much?
Replies: 9
Views: 2088

Re: Best mods that don't affect vanilla too much?

Ooooh I wanna play. I have many of yours (and will have a couple more soon) and also think these fall in the category. Actual Craft Time Auto Deconstruct Automatic Train Painter Bottleneck, the simple version Cursor Enhancements Enhanced Map Colors Max Rate Calculator Platforms Player Request Crafti...
by 5thHorseman
Thu Jan 21, 2021 2:01 am
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 2260

Re: Dragable Train signals

I'd rather be able to click a rail and say "signal this segment for length-3 trains" and have it just slap the signals down. Or ghosts of them more reasonably.
by 5thHorseman
Thu Jan 21, 2021 1:59 am
Forum: Gameplay Help
Topic: Idle Bots
Replies: 10
Views: 2008

Re: Idle Bots

You can't assign tens of thousands of jobs and expect the game to keep up. Let your poor bots finish a blueprint before you slap down another. Or another dozen.
by 5thHorseman
Tue Jan 19, 2021 8:48 am
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 2610

Re: Train stops with limit change assigned numbers of trains

I've found that having exactly as many trains as you do slots keeps all stations full and all trains waiting as expected. So if you have 4 mining outpost stations, each with 2 trains, and 1 big smelting area with 3 stations each with 2 trains, that's 4*2+3*2=8+6=14 trains. Most of them will be idle ...

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