Search found 58 matches

by stm
Thu Jul 04, 2019 11:20 am
Forum: Balancing
Topic: Iron : Copper Ratio
Replies: 6
Views: 999

Re: Iron : Copper Ratio

Nice Links, which I had read already when they came out, and which do not answer the question what to do with the surplus (exept maybe play on expensive)
by stm
Thu Jul 04, 2019 10:45 am
Forum: Balancing
Topic: Iron : Copper Ratio
Replies: 6
Views: 999

Iron : Copper Ratio

Is it just me or are ore requirements for sience heavily weighted for iron? red: 2:1 green: 5.5:1.5 grey: 14:5 blue: 24:15 violett: 157.5:57.5 yellow: 33.3 :49.8 (finally one that uses more copper) white: 44:101.8 (Ok, this uses sinificantly more copper) total:280.3:231.6 In total (averaged over all...
by stm
Thu Jul 04, 2019 10:18 am
Forum: Balancing
Topic: New spitter splash has an unexpected effect on flamethrower turrets
Replies: 8
Views: 1620

Re: New spitter splash has an unexpected effect on flamethrower turrets

It is kind of strange though, that pipes are used to transfer acid, but are not resistant to it. From my point of view pipes propably should get acid imunity (although that could be used creatively to build walls out of them, but biters don't attack with acid, do they?) And yes, I know that acid != ...
by stm
Thu Jun 13, 2019 12:00 pm
Forum: Ideas and Suggestions
Topic: [0.13] Roboport option to output construction needs
Replies: 9
Views: 2864

Re: Roboport option to output construction needs

Not That I would not like that feature, but It is not really neccessary.
Just set the minimum level of anything you might need to any value above 0. When the roboport wants to build something the robots take it and it will be replaced.
Thus not really that important in my opinion.
Stm
by stm
Fri Apr 12, 2019 9:27 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 5216

Re: A Deeper Look into Combat Robotics

Now I tried personal laser defense and it seems to be overpowered end game weapon. In my opinion it is too easy and boring no-brainer solution. You just make once defense equipment and after that they work forever without costs. I would like that overpowered end game weapons would need complex manu...
by stm
Tue Apr 09, 2019 9:15 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 5216

Re: A Deeper Look into Combat Robotics

In my opinion combat robots should be auto deployable via the roboport network. In that case they would become an addition to turrets which could defend against unexpected angles. They would move around like construction bots and distribute themselves over the network, and when there are biters in r...
by stm
Tue Apr 09, 2019 8:53 am
Forum: Balancing
Topic: A couple of complaints about the Tank
Replies: 13
Views: 1600

Re: A couple of complaints about the Tank

Definitely agree about the braking in particular. Another problem is that late game the tank is too flimsy to be usable, it seems fine until you stop for one second and acid from one of the larger worms or from behemoth spitters hits it, and the tank just pops almost instantly from full health. See...
by stm
Fri Nov 16, 2018 1:49 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 9113

Re: Optimize Drone Movement

The only place I'm going to disagree is with regards to feasibility from a computational standpoint. Properly implemented (which is non-trivial, but should be reasonable) it'd absolutely be computationally cheap. Setting up the initially pathfinding algorithms is cheap to do. It'd be wholey unreali...
by stm
Fri Nov 16, 2018 12:51 pm
Forum: Ideas and Suggestions
Topic: Heliostat power plant
Replies: 5
Views: 777

Re: Heliostat power plant

On top of this they have the same downside as solar panels (no sunlight, no power) so in the end the only thing we would get is a solar panel you need to hook up with pipes :3 That actually is not true, since you can store steam a lot better (and more efficient) than electricity. You also have more...
by stm
Wed Nov 14, 2018 2:36 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 9113

Re: Optimize Drone Movement

Optimizing drones to use pathfinding without substantial UPS impact is non-trivial, but absolutely possible. Cached pathfinding options should eliminate the cost-per-drone allowing drones to be active in the same vast numbers as they are today. They only need to look up the next node in their path ...
by stm
Tue Nov 13, 2018 2:33 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 1938

Re: Re-balancing Night Vision

In my experience at night you can't see anything except what is right in front of you so you have to put lamps all other your factory. Do you have default brightness settings? I don't think I changed anything there. But what do you want to see? Most entities are still discernable and your flashligh...
by stm
Tue Nov 13, 2018 2:26 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 9113

Re: Optimize Drone Movement

While I agree with the assessment, the pathfinding of buts should be improved a bit before 1.0, I disagree with the proposed algorithms which are in fact neither optimal nor computaionally cheap. Taking the beeline is a very cheap O(1) calculation, independent of anything. Even just trying to move b...
by stm
Tue Nov 13, 2018 2:02 pm
Forum: Balancing
Topic: What would it do to fluid balance if barrels didn't unload at ludicrous speed?
Replies: 12
Views: 1695

Re: What would it do to fluid balance if barrels didn't unload at ludicrous speed?

Comparing the speed of barrrel emptiing to the real world is a bit missleading, since the usecases are a bit different. Emptiing a barrel can be done a lot faster if you do not have to use a small diameter pipe. Just remove the lid and turn the barrel around. This is a lot faster than 60s for a reas...
by stm
Tue Nov 13, 2018 1:51 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 1938

Re: Re-balancing Night Vision

I have never even build gogles. What are they good for anyway? You can Build just as well at night without them. Your weapons work just as well without them (even targeting) You move just as well without them They take up space You see bites on the minimap just as well Judging from the screenshots y...
by stm
Fri Nov 02, 2018 12:16 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 12961

Re: The Problem With Pickaxes - Digging Out Factorio's Core

In my opinion it is a good idea to remove the pikeaxes. They do not fit very well to everything else in the game from my perspective. Your first axe you build once and use it up, after that you go to steel and forget you ever had it (only rarely comming back to remembering after mining so many build...
by stm
Wed Oct 31, 2018 9:33 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 79226

Re: Friday Facts #266 - Cleanup of mechanics

Without reading all the post available here, I must say that I disagree with the idea to remove fuel efficiency in Boilers etc. One reason is the already mentioned balance between furnaces. The fact that electric furnaces effectively use double the fuel pre modules is a nice balancing feature in my ...
by stm
Tue Sep 04, 2018 7:39 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 21936

Re: Friday Facts #257 - NPE/Campaign update

Nice Idea to add shallow Water as an new crossable Tileset. This also enables other Things: Allow us to change normal terain into shallow water (if adjacent to water or shallow water) creating some landfill (would fit with the suggestion to add a two step process of landfilling). Than also allow Pum...
by stm
Mon May 14, 2018 6:36 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 5399

Re: Remove or tweak heavy oil to solid fuel recipe.

Basic oil: - Oil refining - Heavy oil => light oil - Light oil => solid fuel - Petroleum => solid fuel Then Coal Cracking: - Coal + heavy oil => coal cracking output Then Advanced oil - Superior oil refining - Light oil => petroleum From My Point of view Coal Liquification should loose the heavy oi...
by stm
Fri Apr 27, 2018 7:47 am
Forum: Balancing
Topic: Starting zone ballence
Replies: 11
Views: 2154

Re: Starting zone ballence

I have to agree with the OP here. The resource generation function is a PITA in 0.16. I like to playwith large water areas and low frequency of the patches (small but high yield). I had to generate quite a lot of maps until I found some which looked like it might be playable in the preview (Though I...
by stm
Fri Jan 19, 2018 10:34 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 154612

Re: Friday Facts #225 - Bots versus belts (part 2)

Concerning the comparision of throughput there are at least one, I would say two mistakes which were made. Comparing a Belt bus of width 4 with a complete line of roboports is not really the whole picture. This is due two two effects: 1. You neglect the neccessary Energy production (which is true fo...

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