Search found 205 matches

by Xeorm
Thu Jul 01, 2021 7:32 am
Forum: Gameplay Help
Topic: Train balancing between loading and unloading stations
Replies: 9
Views: 757

Re: Train balancing between loading and unloading stations

https://steamuserimages-a.akamaihd.net/ugc/906778773340114621/BF7FF07F787564228F84348107E2F426134D7850/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false This is what I was meaning in terms of a waiting area. Something off the side of the grid where ...
by Xeorm
Wed Jun 30, 2021 4:22 pm
Forum: Gameplay Help
Topic: Train balancing between loading and unloading stations
Replies: 9
Views: 757

Re: Train balancing between loading and unloading stations

My understanding of the process is that it works something like this: 1. Train finishes loading, and selects a destination, choosing closest unfilled station. 2. Train travels to station. 3. If it's waiting before a filled station, it may reroute to an unfilled station. Note when that third bit happ...
by Xeorm
Sun Mar 21, 2021 5:52 am
Forum: Gameplay Help
Topic: railroad best practices
Replies: 11
Views: 1261

Re: railroad best practices

Chain signals only allow trains to enter if they can also leave. Chaining multiple along the same path will have them track their exits, so yes. If there's only one exit it'd lock the entire line down. The entire block gets reserved as a train passes through. Typically if I have a long stretch I'll ...
by Xeorm
Thu Mar 18, 2021 10:44 pm
Forum: General discussion
Topic: Why does oil extraction work separate from other resources ?
Replies: 7
Views: 1968

Re: Why does oil extraction work separate from other resources ?

To go off what was said before, I found that having a trickle of oil come through was annoying. You wanted to maintain the oil field because it was generating more than zero, but generating as little as it did made that effort feel pretty bad. Not to mention thinking that I was losing out on product...
by Xeorm
Thu Mar 18, 2021 5:06 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 2025

Re: Why pathfinding is so bad?

I've played a lot of RTS games in my life, and I can't think of any of them where I really loved their pathfinding and thought they did a perfect job. There were a few that were particularly bad, like some of the older ones or Achron, but in general they're at least decent. And Factorio's pathfindin...
by Xeorm
Tue Mar 16, 2021 7:08 am
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 8251

Re: Steam Engine should not "scale down" automatically.

Can't say I'd enjoy it. Early game when steam is your only source of power it'd result in more micro. Busywork essentially. If I had a circuit network or something to have control over it maybe I'd like it, but I can't see the appeal. Later on it doesn't matter nearly as much. When I got nuclear pow...
by Xeorm
Sat Mar 13, 2021 12:17 pm
Forum: Ideas and Suggestions
Topic: Improving the End of the Game
Replies: 3
Views: 474

Re: Improving the End of the Game

For what it's worth it looks like this is similar to what they were hoping to do for their remake of the tutorial. It didn't really end up well. Sounds like a good idea for a mod or campaign of some sort!
by Xeorm
Sat Dec 12, 2020 1:00 am
Forum: General discussion
Topic: To build or not to build (miners)
Replies: 12
Views: 2199

Re: To build or not to build (miners)

I would say that the standard bit with Factorio is that you don't want to have any bottlenecks. Early game ore production is your main bottleneck and your hand-crafting is more than enough to handle what you can mine. Once you do have enough production to handle what you can handcraft it makes sense...
by Xeorm
Mon Dec 07, 2020 1:28 am
Forum: Ideas and Suggestions
Topic: Fix the infinite inventory / crafting hack or at least make it an option
Replies: 9
Views: 716

Re: Fix the infinite inventory / crafting hack or at least make it an option

It technically works but I'd usually value being able to craft over a bit of extra inventory space.
by Xeorm
Sun Dec 06, 2020 12:09 am
Forum: Gameplay Help
Topic: automating wood with angel-bob mods
Replies: 7
Views: 1318

Re: automating wood with angel-bob mods

Yea, it's not seen as an interesting chain via greenhouse, compared to the other bio stuff that angel's has. In general I'd almost recommend doing one or the other now. Angel's mods has a bunch of new stuff attached to it to really fill things out, while Bob's has too much, in my opinion. Then again...
by Xeorm
Sat Dec 05, 2020 1:18 am
Forum: Gameplay Help
Topic: automating wood with angel-bob mods
Replies: 7
Views: 1318

Re: automating wood with angel-bob mods

Should be able to do that step in an assembly machine.
by Xeorm
Thu Jul 16, 2020 6:58 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 7651

Re: Efficiency Module Scaling

Any math around calculating modules should include beacons as well. I'm fine with any reasonable change to efficiency modules. To me they are what they are and I use them to suit my various situations. I only ever use level 3 modules well into spreading out to feed the main factory. Those that thin...
by Xeorm
Mon Jul 13, 2020 3:47 pm
Forum: General discussion
Topic: Modal of available energy production in vanilla games
Replies: 7
Views: 1018

Re: Modal of available energy production in vanilla games

It was somewhere between 40-80 MW for me, depending on your definition of mid game. Problem with power generation was that it goes up hard after a bit. You go from most of your power coming from miners, to then expanding your number of miners quickly plus adding bot towers and ever more laser turret...
by Xeorm
Sat Jun 20, 2020 5:39 am
Forum: General discussion
Topic: Criticism of the 0.18.32 fluid mixing changes.
Replies: 11
Views: 2469

Re: Criticism of the 0.18.32 fluid mixing changes.

I'm thinking you're following the wrong track here. My reading of their changes was that they wanted and intended pipes to be a one fluid system. It's the only way the system tended to really work, as they didn't have any (intentional) ways for the player to mix fluids and still have things work out...
by Xeorm
Sun May 17, 2020 3:43 am
Forum: Ideas and Suggestions
Topic: Construction Robot issues that have been bugging me for ever and possible solutions
Replies: 4
Views: 667

Re: Construction Robot issues that have been bugging me for ever and possible solutions

1. I wouldn't be concerned personally with the gameplay effects of construction robots taking time to deconstruct objects. It would obviously increase the time required, but I don't think it would do much. The timing feels bad as the player, but that's from there only being one of us. I'd think that...
by Xeorm
Tue May 12, 2020 6:12 pm
Forum: Ideas and Suggestions
Topic: Ability to bind a key to /Shout
Replies: 8
Views: 776

Re: Ability to bind a key to /Shout

Just don't be surprised that doing things in an odd way requires a fair amount of workarounds in order to function properly.
by Xeorm
Sun May 10, 2020 10:40 pm
Forum: Ideas and Suggestions
Topic: Ability to bind a key to /Shout
Replies: 8
Views: 776

Re: Ability to bind a key to /Shout

there is the `/s` shorthand... Hey Klonan, thank you for the reply, it is good to know /shout can be shortened to /s. Still, I'd like to think that the current implementation of the chat was rushed and only a temporary measure. I think having to type commands to chat is a bad game design. Why are y...
by Xeorm
Sun May 10, 2020 10:31 pm
Forum: Gameplay Help
Topic: Stuck at lubricant production
Replies: 13
Views: 1532

Re: Stuck at lubricant production

My general suggestion would be to look for products that use the ingredients you have extra of and see about making those, along with the thing you really want. Both solid fuel and plastic are heavily used in science production, so I'd suggest looking there first. You might also want to look into mo...
by Xeorm
Wed May 06, 2020 7:41 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 3250

Re: [0.18] There is No Spoon

I would definitely say that lazy bastard is easier than doing it in 8 hours unless you're using a guide of some sort. Lazy bastard takes a bit to start, but it's really not that bad once you've gotten started and learned some basic tricks. Would not combine them though.
by Xeorm
Tue May 05, 2020 4:47 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 3250

Re: [0.18] There is No Spoon

Please remind me: »There is No Spoon« is launching a rocket in less than 8 hours, right? Do you think this is a good achievement to go after as a first? I can feel an itch for completing the achievements for this game! Either that or the lazy man's one. Learning to launch a rocket by having your fa...

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