Search found 107 matches

by 4xel
Mon Jan 18, 2021 12:52 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

I'm not sure, flame turrets may explode landmines and create additional damage, so perhaps a nice combo (though expensive) defense there. I think it's an anti combo, for the most part, flamers will destroy mines that weren't necessary to explode. On the same note, flamer will damage and eventually ...
by 4xel
Fri Jan 15, 2021 1:55 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 3401

Re: Increase bot queue processing rate

Instead of placing a ghost entity (which will be placed by bots) a new “planning-entity” (no better name yet). I wished I had this feature several times. I got no clue about how to integrate it well in the GUI and I think it might be a challenge. Now it wouldn't solve all the problem related to max...
by 4xel
Fri Jan 15, 2021 2:26 am
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

the logistical challenge of adding a wall with any turret is exactly the same as adding a wall with laser turret Not really - adding a wall with flamethrowers involves piping, and adding a wall with gun turrets involves producing ammo, and porting it in, which is not a minor task. Try building a la...
by 4xel
Thu Jan 14, 2021 7:20 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 9867

Re: Anyone use barrels?

Back on topic, I am slowly starting to prepare a default setting speedrun, and I am contemplating the idea of using barrel fed flamethrowers for outpost defense (with the idea of feeding them only once), similar to Blaze's use of them in deathworld.
by 4xel
Thu Jan 14, 2021 6:54 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

OK, you must have a very different experiance of defence to me. Yes, my experience is with default settings and railworld spedrunning, and with ultra death world slow running. But I think our views differ for more than that. You think biters should still be a pain to deal with late game, I don't. F...
by 4xel
Thu Jan 14, 2021 6:02 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 3401

Re: Increase bot queue processing rate

Okay but that doesn't help when some players put down large blue belt blueprints on a server before you can even make blue belts. Well there is a problem with those players then. A lot of public server gat blueprint privilege for that very reason. Making a category for blue belts does not make sens...
by 4xel
Thu Jan 14, 2021 3:00 am
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

This would give specific roles to all the turrets: They already have specific roles as per my previous post (https://forums.factorio.com/viewtopic.php?p=530099#p530099). I like this because it seems to follow a principle I really like in Factorio: quality comes with logistical difficulty - the hard...
by 4xel
Tue Jan 12, 2021 2:24 am
Forum: General discussion
Topic: Game optimization and playability
Replies: 40
Views: 4153

Re: Game optimization and playability

Building a factory takes time. Building a bigger factory takes more time. Humans have a limited lifetime. Therefore, if the machine and the game are sufficiently powerfull that during a human lifetime, one cannot build a factory big enough to hit the hardware limits, there is enough optimization. T...
by 4xel
Fri Jan 08, 2021 2:14 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

Does mines have any significant effect to behemoth biters? Biters have an explosion resistance of 12/10% That means that most of the 250 damage of the landmine will go through ( 214 to be exact ). Which means they don't suffer huge drop in efficiency like yellow and red ammo do. It does take 15 un-...
by 4xel
Wed Jan 06, 2021 4:19 pm
Forum: Duplicates
Topic: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
Replies: 3
Views: 689

Re: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units

Another option to save you future headache is to store your design as a actual factories rather than ghost. Use the /editor command to make copy pasting actual factories as convenient as copying ghost in normal circumstances.
by 4xel
Mon Jan 04, 2021 4:23 pm
Forum: Ideas and Suggestions
Topic: game settings: biter entity attack factor
Replies: 3
Views: 281

Re: game settings: biter entity attack factor

Biters never intentionally target pipes and poles, and should almost never attack rail tracks. They only target poulluters from a far and player and military building on sight. The only time they attack other things is when they are close to target and when their path is blocked. Among other things,...
by 4xel
Mon Jan 04, 2021 4:19 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 1706

Re: Inserter power usage (aka don't use fast inserters)

Filter inserters can be used with clocks for UPS efficient design (deactivated filter inserters are dormant). energy per item isn't the only metric to optimize against. In addtion to other ewamples already given, burner inserter can be used to feed gun turrets that aren't expected to fire often or e...
by 4xel
Mon Jan 04, 2021 3:44 am
Forum: Balancing
Topic: Core game balancing
Replies: 20
Views: 2296

Re: Core game balancing

Hi, I recently finished "There's no spoon" achievement, [...] So I found some balancing that can be addressed since they clearly "break" the progression curve ! The game is not supposed to be balanced around speerunning though. The progressiong curve is broken because you skippe...
by 4xel
Mon Jan 04, 2021 2:09 am
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 6120

Re: Defence economy balance

IMO, the defenses are not meant to be balanced solely by their economy, let alone by the metric chosen. Weapons in general sohuld not necessarilly be equal, a pistol should not be made as strong as an SMG for the sake of balancing everything. Turrets in general however are very well balanced IMO: Gu...
by 4xel
Sun Jan 03, 2021 8:20 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 83700

Re: The real reason that turret creep is a common strategy

A very eloquent presentation of an elaborate solution to a non existent problem. I could have understood if your post was written a couple years earlier, when bots used to suck, but most of your points seem moot today. Yes, "the game in which turret creep isn't the meta is the game in which th...
by 4xel
Sun Jan 03, 2021 6:49 pm
Forum: Balancing
Topic: Make Nuclear Fuel Rods Harder :D !...
Replies: 5
Views: 735

Re: Make Nuclear Fuel Rods Harder :D !...

Yes... Uranium is pretty infinite Energy Source... So is solar, I don't think anyone is complaining. Much like IRL, the cost of Nuclear energy in factorio isn't the fuel cell, it is the technology, the centrifuge the reactor, and the overall complexity of the build. And much like IRL the cost of Nu...
by 4xel
Sun Jan 03, 2021 6:26 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 9867

Re: Anyone use barrels?

I did think about it, barrels are fun, but IRL for long distances pipelines require less logistics. Just have a pipe, pumps every certain distance, and monitor for pressure drops. But in game? pipelines are still a bit confusing. I do put pumps in them at random, never really got a good feel of &qu...
by 4xel
Sat Jan 02, 2021 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex][1.1.6][Minor] Entity status. Mining drill always shown as "working" when pointing at a burner inserter.
Replies: 2
Views: 638

[kovarex][1.1.6][Minor] Entity status. Mining drill always shown as "working" when pointing at a burner inserter.

Reproduction step: Place a burner inserter in front of a mining drill (any). What happens: The mining drill is always shown as "working" (by the green yellow red indicator thingy) even when it is not (inserter full, inserter already containing something else than coal or drill mining somet...
by 4xel
Fri Jan 01, 2021 7:35 pm
Forum: General discussion
Topic: Interesting puzzle:
Replies: 16
Views: 2209

Re: Interesting puzzle:

Btw, what does your production curve look like? It would be a reasonable representational summary of your solution. It looks like an exponential. Solutions of these kinds of equations are linear combination of exponential (or polynomials times exponential in rare cases), and they mostly look like t...
by 4xel
Thu Dec 31, 2020 7:40 am
Forum: General discussion
Topic: Interesting puzzle:
Replies: 16
Views: 2209

Re: Interesting puzzle:

I don't think I'll bother with the initial phase, but I might do the rigorous math once you factor in crafting time and electricity setup. I think I already did it the quick and dirty way once for electric drill and the duplication time was around 5 or 6 minutes, very far from the 1 min+ from my cor...

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