Search found 34 matches

by agmike
Sat Sep 16, 2023 12:07 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53144

Re: Friday Facts #376 - Research and Technology

With the new mode, I'll have to just use gun turrets, then research flamers, then go back and rebuild the outpost with flamers, which just adds tedium and doesn't actually improve the game flow. I'm assuming the flamer research isn't available before oil because otherwise it would violate the state...
by agmike
Fri Sep 15, 2023 11:33 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53144

Re: Friday Facts #376 - Research and Technology

I'm still not sold on the implementation of quality. Primarily, in what world is a 90% failure rate acceptable when manufacturing a product? Suppose we could build end game rockets of quality, would it really make sense to build 10 rockets just to "ensure" we get one Uncommon Rocket to la...
by agmike
Fri Sep 15, 2023 11:23 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53144

Re: Friday Facts #376 - Research and Technology

if you want to build refinery before organizing oil outpost, no, must build outpost first You just need to touch grass oil. I picture an engineer arriving at unknown world, having no clue what's needed and what's not. Stumbles upon oil β€” my goodness, time to remember how to build that oil processin...
by agmike
Fri Sep 15, 2023 11:15 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53144

Re: Friday Facts #376 - Research and Technology

A better approach would be This is a very strong wording without providing any substantive evidence backing it up. It might be better in your opinion, but for me it's not. For a lot of other people in discussion it isn't. Random recipes work well in Factorio. No one is saying they are afraid that t...
by agmike
Sat Jul 20, 2019 8:15 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203446

Re: Friday Facts #304 - Small bugs; Big changes

Why do you keep repeating the same "dumbing down oil" thing, when players still need to setup proper advanced oil build to get the heavy fraction?
by agmike
Fri Jul 19, 2019 8:34 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203446

Re: Friday Facts #304 - Small bugs; Big changes

I really don't like the oil processing changes. It's like going from "buhuhu... it's too complex" to "meh... total no brainer". No middle-ground there at all. :roll: You are still required to do advanced oil build to get heavy fraction. It's just postponed to the time when the c...
by agmike
Fri Jul 19, 2019 7:57 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203446

Re: Friday Facts #304 - Small bugs; Big changes

Does this actually make things any easier? Less building in the initial oil setup but need to reorganize things shortly after. Thing is, you don't. Need new products from advanced oil β€” just make a new build, or upgrade old one. More choices now. How hard can it currently be by the way? 2-3 tanks i...
by agmike
Fri Jul 19, 2019 7:10 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203446

Re: Friday Facts #304 - Small bugs; Big changes

Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for playe...
by agmike
Fri Jul 19, 2019 5:55 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203446

Re: Friday Facts #304 - Small bugs; Big changes

Basic oil processing needed a change but I am not sure this one was best. I am sure that adding a flare stack with a proper description would be much better. Flare stack besides burning excess heavy and light oil would also add extra pollution which would actually help players drive towards advance...
by agmike
Mon Jan 08, 2018 12:12 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338448

Re: Friday Facts #224 - Bots versus belts

You fail to see the issue. Bots ignore space. One of the fundamental elements of Factorio is 2 dimensional puzzling. You have to figure out how to organize your space and to accommodate belts, inserters and machines so that the stuff is done. Bots don't change this paradigm, they broke it completel...
by agmike
Mon Jan 08, 2018 8:12 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338448

Re: Friday Facts #224 - Bots versus belts

When trying to decide whether a feature needs to be buffed or nerfed the most important consideration is how it fits within the overall game. No nerf or buff is inherently good or bad. Any change which moves something closer to the power curve is the correct one, as it improves game balance. It is ...
by agmike
Mon Jan 08, 2018 8:02 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 193266

Re: Solar panels less of a no-brainer

So what is the problem with them? They are not very dense energy-wise compared to others, not that cheap nor simple to craft (requiring oil). Why do you think they are OP?
by agmike
Sun Jan 07, 2018 3:56 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338448

Re: Friday Facts #224 - Bots versus belts

I see some misconceptions here, mentioning how bots are easiest and most powerful solution to everything with no downsides or performance problems... They are not. High throughput is not something inherent in bot designs. It is something you get when you specifically plan for it. They have good thro...
by agmike
Fri Jan 05, 2018 11:02 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 193266

Re: Solar panels less of a no-brainer

Solar panels are fine. Accumulators are op. Reduce the amount of energy they can store. Then introduce research that increases storage back to its current 5 MJ value. This should not have any ups impact on megabases that rely on solar/accumulator power once the initial research is complete. OP? The...
by agmike
Tue Dec 26, 2017 4:26 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54100

Re: Friday Facts #222 - Christmas avalanche

kovarex: Are you going to also consider rebalancing pumps? Atm a pump can pump 12000 fluid per second, provided it is connected directly to a tank/tanker at both ends. If players can still use 3 pumps with a fluid tanker at (I'm guessing) 25k, then they can empty a fluid tanker in less than 1 sec. ...
by agmike
Mon Dec 25, 2017 4:50 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54100

Re: Friday Facts #222 - Christmas avalanche

And it is the full wagon that is key here. 40 stacks of barrels means 40 swings to move everything out, plus 40 swings to move the empty barrels back in. If you store fulls and empties in the same car, and you use the entire car capacity for both, you'll probably be using 6 inserters in and 6 out. ...
by agmike
Mon Dec 25, 2017 3:13 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54100

Re: Friday Facts #222 - Christmas avalanche

Nonsense. I can unload with 12 inserter per waggon, 12 barrels per load, meaing 144*250 liters per second practically (euqlling 36k/s versons 36k per sec for three pumps). It just takes a littel more space. Barrels only stack to 10, so stack inserters can only move 10 barrels per swing, which makes...
by agmike
Mon Dec 25, 2017 1:59 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Fuel
Replies: 19
Views: 15965

Re: [0.15, 0.16] Nuclear Fuel

I had suspicions this mod does not work very well if you want nuclear fuel, so I've made a small test setup to see how much nuclear fuel I'll be able to produce with reasonable sized reactor (2x4, without ore processing). https://i.imgur.com/eRRRGpi.jpg Basically, if you you don't want to stockpile ...
by agmike
Fri Dec 22, 2017 10:51 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54100

Re: Friday Facts #222 - Christmas avalanche

I don't understand. Fluid wagon's mass is 2 times higher than normal wagon, and it already transports less fluid than wagon with barrells. Why reduce it's capactiy?
by agmike
Tue Dec 19, 2017 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.6] Reviving power switch does not restore wires
Replies: 1
Views: 2291

[Twinsen][0.16.6] Reviving power switch does not restore wires

When power switch or power pole connected to switch is destroyed and then rebuilt by bots it does not restore wire connections between them. I've attached test save with the problem. Follow these steps: 1. Load the save, ensure wiring is correct 2. Nuke the turrets and switches 3. The bots will rebu...

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