Search found 154 matches
- Fri Nov 13, 2020 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Belt placement - size control
- Replies: 11
- Views: 3732
Have Belts work like Concrete: +/- key can increase the width of belts
TL;DR Map the +/- keys to increase or decrease belt widths. What ? Currently, Factorio has +/- keys mapped to landfill / Concrete / other elements to grow-or-shrink the templates. This is very useful for building large paths. Belts could theoretically be mapped to the same +/- button, increasing (o...
- Thu Jun 07, 2018 8:20 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25010
Re: How to fix module balance
Yes it will make the factories worse. I thought we were in agreement here that productivity modules are obscenely overpowered. Are they really? It costs thousands of iron and copper to build PM3 modules. At mega-base sizes, that resource expenditure is just a few minutes, but at "before the fi...
- Fri Jun 01, 2018 4:51 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25010
Re: How to fix module balance
That brings up an important question: How do you fix it without upsetting your entire playerbase because of a change to core items? It's Belts vs Bots all over again. It's beta. Tweaking balance is the entire point of beta. That being said I haven't found a module idea that is much better than the ...
- Thu May 31, 2018 6:52 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25010
Re: How to fix module balance
So an Eff3 module in an Electric furnace at -480% energy usage is still saving you only 864kW. Even at 480% "savings" (so that electric furnaces generate energy instead of use energy), an Eff3 module makes less energy than its equivalent 27 x solar panels. That's how bad Eff3 is. That say...
- Tue May 29, 2018 5:49 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25010
Re: How to fix module balance
I was expecting this topic to be about the utter uselessness of Efficiency modules in general. Instead, this topic seems to be about buffing the most powerful module in the game. Productivity is the best module, period. Bar none, there is absolutely no module that is as good as the Prod3 module. Pro...
- Wed May 23, 2018 7:01 pm
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 15986
Re: Remove or tweak heavy oil to solid fuel recipe.
but cars in this game run off solid fuels, not fluids. Personal vehicles don't use enough fuel to be a significant drain. Trains and turrets are not a significant consumer either, even in the most insane of megabases. Add all those drains together and there is still a need to crack light excess lig...
- Tue May 22, 2018 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
Wooden poles/chests can be burnt into nothing and just about everything else is either already useful or can be upgraded into a final useful form. Factorio is already 90% towards making every item consistently useful all game. Transforming the rest of the "dead end" items is really nothin...
- Mon May 21, 2018 8:35 pm
- Forum: General discussion
- Topic: Bigger inventory
- Replies: 7
- Views: 6050
Re: Bigger inventory
Hmm, why not make bigger inventory a specific research item??
As it is, being part of Toolbelt, Modular Armor, Power Armor, and Power armor Mk2 is unintuitive and hard to figure out. I can imagine that a number of new players don't notice the increase to inventory when these things are researched.
As it is, being part of Toolbelt, Modular Armor, Power Armor, and Power armor Mk2 is unintuitive and hard to figure out. I can imagine that a number of new players don't notice the increase to inventory when these things are researched.
- Mon May 21, 2018 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
Bobucles, you still haven't told me what you're using steel chests for, or why there is ever a need to upgrade above iron. The same thing I use iron and wood chests for. To store things. Oh no, I use iron chests! What hypocrisy?!?! Or maybe it's because I have used them that I know just how not imp...
- Sun May 20, 2018 8:11 pm
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 15986
Re: Remove or tweak heavy oil to solid fuel recipe.
Well, to be honest, if you want an extremely efficient non-solar power setup, you're better off going nuclear anyway. I was kind of taking the long route to explaining that. One of the most important tenants of Factorio is that building more gets you more. Coal cracked fuel is one of the few situat...
- Sun May 20, 2018 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
However they are fully capable of satisfying base storage needs until steel chests are on the table. Bobucles, you still haven't told me what you're using steel chests for, or why there is ever a need to upgrade above iron. As far as I can tell, steel chests exist solely as an ingredient to be used...
- Sun May 20, 2018 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
Burner inserters are needed for early game. Burner Inserters are literally unnecessary. Burner Drills can directly output into stone furnaces, or in the case of coal, into other burner drills. In both cases, you easily and automatically buffer up resources as long as you have a reliable source of f...
- Sun May 20, 2018 3:35 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
And since a modest train-station requires so many chests (ex: a 2-4 train will want 24-chests, maybe 48 if you're double-sided), cheaper iron-chests are certainly a strong option to use in the midgame. Buffer chests are a convenience, not a requirement. Buffering is unnecessary. The important bit i...
- Fri May 18, 2018 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
1) You don't need it. Like at all. You can 100% build a rocket without iron chests and every one made is destined to be future clutter. Iron chests are far more efficient in the midgame however. You know, that long time period where you're still using yellow belts because red and blue belts are too...
- Fri May 18, 2018 12:01 am
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 6054
Re: FFF Topic Request
This is all the info you need which is not readily available in-game: http://i68.tinypic.com/30dh6ag.png Umm, what are we looking at? What are axis labels? You know, reading the original topic is probably all you need. XKnight did a series of tests and that graph is probably the most important summ...
- Thu May 17, 2018 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19526
Re: Iron Chests, An Idea for Conversion and Re-Use
Here's a practical idea: 1. Nuke all of your Iron Chests when you're done with them. Really. Because Iron Chests are so cheap: they are 1/5th the cost of steel chests. So just throw them away when you're done and don't worry about recycling the raw material costs. For example, if you build a 4x doub...
- Thu May 17, 2018 5:36 pm
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6749
Re: Prod3 in mid/late-game science-pack production?
You should always build 4x Prod3 for the first rocket, under optimal strategy. Its more efficient to build 72 rocket parts + 4 Prod3 modules rather than 100 rocket parts. Math is simple: 28 rocket parts (aka: 280 Rocket Fuel + 280 LDS + 280 Compute Units) is way more expensive than 4x Prod3. The que...
- Mon May 14, 2018 5:18 pm
- Forum: General discussion
- Topic: 0.16 Best map gen setting for beginners and design tests
- Replies: 8
- Views: 18596
Re: 0.16 Best map gen setting for beginners and design tests
- I would strongly recommend to do a major "walkabout" of your map spiraling out at least up to the alien nests, so that expose all the nearby ore deposits on your map. It will take time, but it is worth it as Radar is too slow and a major power drain. Then save again. I think there are t...
- Sun May 06, 2018 4:54 am
- Forum: General discussion
- Topic: Rail intersection - feedback please
- Replies: 20
- Views: 6557
Re: Rail intersection - feedback please
Note that the deadlock testing was in 0.15. Some version between then and now helped get rid of deadlocks. So a lot of "previously unsafe" intersections became safe in the 0.16 versions (somewhere...)Zavian wrote:(and he does not consider that roundabout to be deadlock safe
- Thu May 03, 2018 7:14 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 58760
Re: Starter base: What to build and what not to build.
I've written about this period before. Here's my thoughts: https://www.reddit.com/r/factorio/comments/8696vd/midgame_tips/ Also, for the very early game: https://www.reddit.com/r/factorio/comments/4v21pk/analysis_for_beginners_machinery_and_factory/ 1. Use Steel Furnaces -- Steel Furnaces are more e...