Search found 58 matches
- Thu Jul 04, 2019 11:20 am
- Forum: Balancing
- Topic: Iron : Copper Ratio
- Replies: 6
- Views: 4066
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)
- Thu Jul 04, 2019 10:45 am
- Forum: Balancing
- Topic: Iron : Copper Ratio
- Replies: 6
- Views: 4066
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...
- Thu Jul 04, 2019 10:18 am
- Forum: Balancing
- Topic: New spitter splash has an unexpected effect on flamethrower turrets
- Replies: 8
- Views: 4725
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 != ...
- Thu Jun 13, 2019 12:00 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Roboport option to output construction needs
- Replies: 9
- Views: 6213
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
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
- Fri Apr 12, 2019 9:27 am
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16235
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...
- Tue Apr 09, 2019 9:15 am
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16235
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...
- Tue Apr 09, 2019 8:53 am
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 5422
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...
- Fri Nov 16, 2018 1:49 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29730
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...
- Fri Nov 16, 2018 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12324
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...
- Wed Nov 14, 2018 2:36 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29730
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 ...
- Tue Nov 13, 2018 2:33 pm
- Forum: Balancing
- Topic: Re-balancing Night Vision
- Replies: 17
- Views: 5953
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...
- Tue Nov 13, 2018 2:26 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29730
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...
- 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: 4403
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...
- Tue Nov 13, 2018 1:51 pm
- Forum: Balancing
- Topic: Re-balancing Night Vision
- Replies: 17
- Views: 5953
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...
- Fri Nov 02, 2018 12:16 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35480
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...
- Wed Oct 31, 2018 9:33 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210426
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 ...
- Tue Sep 04, 2018 7:39 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50193
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...
- Mon May 14, 2018 6:36 am
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 14266
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...
- Fri Apr 27, 2018 7:47 am
- Forum: Balancing
- Topic: Starting zone ballence
- Replies: 11
- Views: 4862
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...
- Fri Jan 19, 2018 10:34 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373955
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...