Search found 17 matches

by Riph
Sat Jan 06, 2018 11:11 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 396236

Re: Friday Facts #224 - Bots versus belts

While I hate to tell anyone "You can't have that thing you like," my personal dislike of logistics bots does make me think about what we'd have if that devtime had been spent elsewhere. If they hadn't been coding logistics bots, would we have more varieties of belts? Programmable splitters...
by Riph
Fri Dec 29, 2017 10:24 pm
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 49903

Re: Friday Facts #223 - Reflections on 2017

I hope whoever does your in-game, user invokable mini-tutorials gets enough credit. Factorio's approach to tutorials should be industry standard. When a new concept shows up in game, you have the OPTION of dropping yourself into a consequence-free holodeck to practice the skill until you pass the pr...
by Riph
Fri May 19, 2017 11:22 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 168957

Re: Friday Facts #191 - Gui improvements

I'm generally in favor of those changes listed. My only issue is that the inventory UI is already taking up a tiny box on my high resolution screen, so the addition of tabs just seems to be further compartmentalizing this tiny box. All that relevant information could be displayed at the same time if...
by Riph
Sun Apr 30, 2017 2:17 pm
Forum: Releases
Topic: Version 0.15.5
Replies: 33
Views: 30616

Re: Version 0.15.5

Looking great guys. Any chance we'll see steam in the fluid section of the Production Statistics? I think it's the only liquid you're not tracking at this point, and it would be very helpful for doing metrics on boiler/heat exchanger configurations.
by Riph
Sat Feb 25, 2017 12:59 am
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 57586

Re: Friday Facts #179 - New resource graphics & concrete

That new ore looks _fantastic_

Like, no kididng, you should license this stuff out so that other games can look this good.
by Riph
Thu Jun 23, 2016 7:26 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: "Omni" Builds, infinitely scalable designs!
Replies: 8
Views: 8793

Re: "Omni" Builds, infinitely scalable designs!

You might want to look at this topic : https://forums.factorio.com/viewtopic.php?f=8&t=8377 dee's design is really cool, and cool looking. I feel like it takes up even more space than mine does though ;D Also, Also, I'm not sure why you have steel outside your lines. Doesn't seem a point to it ...
by Riph
Thu Jun 23, 2016 1:20 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: "Omni" Builds, infinitely scalable designs!
Replies: 8
Views: 8793

Re: "Omni" Builds, infinitely scalable designs!

What is the purpose of your factory? The purpose is to build absolutely anything I need. When power runs low, I can get a set of solar panels/accumulators building quickly. Ammo, robots, rocket parts, modules of any size, all these things are easily slotted in and begin building immediately. Robots...
by Riph
Thu Jun 23, 2016 1:18 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: "Omni" Builds, infinitely scalable designs!
Replies: 8
Views: 8793

Re: "Omni" Builds, infinitely scalable designs!

Where are going to have issues far sooner is with belt throughput, belts can only move some many items per second Yup. And I've actually made lines so long horizontally that, even sending them fully compressed express belts full of iron plate, they still run out. When this happens, it's time to cre...
by Riph
Wed Jun 22, 2016 9:57 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: "Omni" Builds, infinitely scalable designs!
Replies: 8
Views: 8793

"Omni" Builds, infinitely scalable designs!

My designs are very different from most of what I see on this board. So different in fact that I was compelled to post. They're intended to grow with the player, from early game to late game, getting as large as necessary without ever needing a teardown. Case in point: This refinery gets as small or...
by Riph
Tue Jun 14, 2016 5:42 pm
Forum: Mods
Topic: Riphtek Combat SMG
Replies: 2
Views: 1736

Re: Riphtek Combat SMG

Thanks sporefreak, it looks great. Icon added and version number incremented.
by Riph
Tue Jun 14, 2016 3:04 pm
Forum: Mods
Topic: Riphtek Combat SMG
Replies: 2
Views: 1736

Riphtek Combat SMG

Combat SMG Description: Adds a tier 2 smg. I've tried to match the jump from shotgun to combat shotgun mathematically. Unlocked at Military 3. Has an awful placeholder graphic (want to contribute?) Has a super awesome user-submitted graphic -- Thanks sporefreak! Details: Factorio Version: 0.12 Rele...
by Riph
Sat Jun 11, 2016 2:50 pm
Forum: General discussion
Topic: Fighting Big bases.
Replies: 22
Views: 10737

Re: Fighting Big bases.

PUNISHER989 wrote:Fighting big bases
Woah. Those screenshots are scary and awesome. What world settings are you using? I'm currently running a game with Enemy Bases High Frequency, Big Size, Good Richness and they're nowhere near as big and intimidating as the ones in your pictures.
by Riph
Sat Jun 11, 2016 2:35 pm
Forum: General discussion
Topic: Tree clearing with construction bots
Replies: 5
Views: 8461

Re: Tree clearing with construction bots

My tank is exclusively wood-fueled :D
by Riph
Sat Jun 11, 2016 2:11 pm
Forum: General discussion
Topic: The game is good
Replies: 31
Views: 18174

Re: Why I really hate/dislike the game

I recently played the campaign and found it to be a fun level of challenge. The biter nests were nasty, but no problem against a turret crawl.
by Riph
Sat Jun 11, 2016 2:03 pm
Forum: General discussion
Topic: Tree clearing with construction bots
Replies: 5
Views: 8461

Tree clearing with construction bots

I've seen a lot of talk about clearing pesky forests with tanks, flamethrowers, rockets, even manually. But I've not seen much discussion about by far my favorite method: Construction bots! Take your deconstruction planner, drag click over any number of trees, and blamo! You even get to keep the woo...
by Riph
Sat Jun 11, 2016 1:17 am
Forum: Balancing
Topic: Tank upgrade
Replies: 22
Views: 10060

Re: Tank upgrade

I also noticed that the tank cannon seems underwhelming compared to laser turrets, but when compared to any other weapon, it's plenty powerful enough. I have to disagree there. The measuring stick here is the combat shotgun. Using four steel, I can make 1 cannon shell and deal half damage to a bite...
by Riph
Sat Jun 11, 2016 12:04 am
Forum: Balancing
Topic: Tank upgrade
Replies: 22
Views: 10060

Re: Tank upgrade

In my opinion, the reason the tank is great early game and lacking late game is lack of research. If you don't buy all 6 ranks of Shotgun Shell damage, the combat shotgun is pretty blah. However, with the upgrades, it becomes a killing machine. We have no such upgrades for the tank. (It gets a littl...

Go to advanced search