Search found 62 matches
- Sat Aug 03, 2024 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Brain Harpoon
- Replies: 0
- Views: 235
Brain Harpoon
TLDR Hijack organic enemies in the most visceral, horrifyingly satisfactory manner possible. What? The brain harpoon would be unlocked on Gleba, presumably at the end of the local tech tree after the player has had a few run-ins with the behemoth enemy hinted at in Factorio Friday #413 . There woul...
- Sat Aug 03, 2024 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron automation: Movement and Interrupt conditions
- Replies: 1
- Views: 769
Re: Spidertron automation: Movement and Interrupt conditions
Hmm.
I do like. I haven't gotten far enough along to unlock spidertrons yet, but if I get there, this would be very useful.
Since spidertrons do not have stations that can be connected with cables, maybe their interrupt conditions can include nearby speakers, or radio circuit conditions?
I do like. I haven't gotten far enough along to unlock spidertrons yet, but if I get there, this would be very useful.
Since spidertrons do not have stations that can be connected with cables, maybe their interrupt conditions can include nearby speakers, or radio circuit conditions?
- Sat Aug 03, 2024 6:56 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20210
Re: Friday Facts #422 - Tesla Turret
Are there lifeless enemies on Fulgora? E.g., robotic ones?! Or is just that you unlock the turret there, craft it there, but only use it on other planets, and in space? Robots, perhaps? If we get robot enemies, I hope we get to stick restraining bolts on them/make our own house-broken robots...our ...
- Fri Aug 02, 2024 4:33 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20210
Re: Friday Facts #422 - Tesla Turret
The turret is more expensive and must be made on Fulgora so, for a while at least, you can't use it everywhere. The synergy with other turrets means that there's still a good incentive to include a few Tesla turrets to back up key locations. Artillery forts are a great early use case because it's a...
- Tue Jul 23, 2024 5:41 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24637
Re: Friday Facts #420 - Fusion Reactor
Ohh I think this is a great change and I really like the new layouts, a prediction jumps out to me - This won't be the only use of fusion. I predict that there might be fusion thrusters in the end game. This implies a midway upgrade from chemical rockets to nuclear thermal rockets, taking a heatpip...
- Sat Jul 20, 2024 3:17 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59387
Re: Friday Facts #414 - Spoils of Agriculture
Everyone talks about freezing, refrigerator cars, etc... ...no one's said anything about the original solution to this problem: canning. Canning (or rather the boiling afterwards which makes it actually preservable) changes the chemical makeup of the biological material. That's not (usually) a prob...
- Fri Jul 19, 2024 5:28 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59387
Re: Friday Facts #414 - Spoils of Agriculture
Everyone talks about freezing, refrigerator cars, etc...
...no one's said anything about the original solution to this problem:canning.
...no one's said anything about the original solution to this problem:canning.
- Fri Jul 19, 2024 4:36 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24637
Re: Friday Facts #420 - Fusion Reactor
I'm apprehensive about how the difference in temperature will be handled; I think it would be clunky and a shame for this new coolant to be a special case where different temperatures are handled via separate fluids when the game already has fluid temperature handling built in (see: steam). The flu...
- Tue Jan 16, 2018 10:08 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
This is too overcomplicated and requires double the transport lines (1 forward 1 backward) which is just too complex to actually benefit from it. Hardly. It's still a 25x increase in throughput even if you ship back pallets. (50 items per pallet, so 50x items moved, divided by two because you need ...
- Tue Jan 16, 2018 2:09 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
Concerning stacking: I think as discussed it's an excessively clunky mechanic, and that there is a less clunky, more intuitive way to achieve the same goals. Namingly: https://mods.factorio.com/mods/twanvl/pallets It works exactly like barrels, but for items instead of fluids. Make bots incapable of...
- Mon Jan 15, 2018 12:34 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
The current situation is that bots have an infinite maximum throughput per tile, which no other means of transport has. But that is not true. While a mountain of bots can deliver a huge amount of items at once, that value is equivalent to the concept of "burst damage" in an RPG. A pile of...
- Sun Jan 14, 2018 11:50 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
S2: Worth testing, but I predict that this will just be overgone by the players with more chests, which is a backstep. The current situation is that bots have an infinite maximum throughput per tile, which no other means of transport has. If a queuing system is added, bots would be limited to a fin...
- Sat Jan 13, 2018 12:39 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
Regarding bot nerfs, an actual chest access cooldown may be worth a lot. An inserter can only access a chest so quickly, and you can only ever have four (well technically eight) inserters accessing a chest at a time. It doesn't have to be crippling, but it might go a long way towards making bots a ...
- Fri Jan 12, 2018 11:16 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
Regarding bot nerfs, an actual chest access cooldown may be worth a lot. An inserter can only access a chest so quickly, and you can only ever have four (well technically eight) inserters accessing a chest at a time. It doesn't have to be crippling, but it might go a long way towards making bots a ...
- Fri Jan 12, 2018 10:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
- Fri Jan 12, 2018 9:53 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424347
Re: Friday Facts #225 - Bots versus belts (part 2)
Suggestion:Instead of trying to make the belts compete with bots for sheer throughput per space, have belts remain low cost and energy efficient for their throughput compared to bots, while improving their performance in tight spaces. Part of the reason bots excel is that they can move items into an...
- Sun Jan 29, 2017 6:29 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 70537
Re: Train station skipping conditions
You are mixing two things here: 1) coal mines switching the station on/off depending on how much coal is bunkered. 2) trains skipping stations because THE TRAIN don't need to go there. Ok, so tell me what is then this: A coal mine, that switches itself off BECAUSE the train should skip. Is that a t...
- Mon Jan 23, 2017 7:51 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 70537
Re: Train station skipping conditions
The problem with that is disabling the train stop disables it for all trains, not just one with a particular condition. The problem depends, on how you want to do things. Using more trains makes it easier. With disabling stops outright? No, it does not. The more trains you have in the system relati...
- Fri Jan 13, 2017 11:26 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 89623
Re: Friday Facts #173 - Nuclear stuff is almost done
Sam By the time you reach endgame, you have basically endless free power from solar farms. Turbines would help fill the gap between coal power plant running out of space for expansion and mass production of panels and accumulators, which in turn would provide a need for greater fuel efficiency solve...
- Thu Jan 12, 2017 4:04 am
- Forum: Ideas and Suggestions
- Topic: Reversible Inserters
- Replies: 6
- Views: 4145
Re: Reversible Inserters
I'm with loganb in that you don't need to check the inserter for reversing every time it does something, just when it's getting fed a negative value for the resource it's holding. possible Pseudocode: if circuit.connected() = true ---if inserter.c_set_filters = true ------foreach(circuit.channel x) ...