Search found 205 matches

by Tinyboss
Fri Jan 19, 2018 7:31 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 40603

Re: Friday Facts #226 - New mod portal & other news

Are the splitter improvements still coming?
by Tinyboss
Fri Jan 12, 2018 9:35 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365066

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

Kinda of ridiculous that I can have a single wooden pole with a single wire carry 200MW without damage. Put a limit on how much power can be handled by a powerline/transformer system. I think from a gameplay standpoint this is a fantastic idea, but I'm not sure it can be done at Factorio scale with...
by Tinyboss
Fri Jan 12, 2018 7:23 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365066

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

For example, at the start you might be limited to 100 bots total flying at one time. This could represent the "CPU capacity" of whatever system is managing all the bots and the logistics network as a whole. As you research tech, that number would grow, but not by enough to enable a pure-b...
by Tinyboss
Fri Jan 12, 2018 7:07 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365066

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

I have three pieces of feedback: 1. The new splitter changes--hooray! 2. If you're going to increase charging times, or do bot debuffs in general, please only do it to logistic bots and not construction bots. 3. I noticed that beacon layouts came up a couple of times. After the last FFF I made a Red...
by Tinyboss
Fri Jan 05, 2018 8:37 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338468

Re: Friday Facts #224 - Bots versus belts

I think there's a lot of assumptions about bots and belts being made in this FFF. I can appreciate that some players don't enjoy bots, but removing them from the game is a jump that doesn't make sense. I also believe that building belts is way more fun due to it's inherent complexities, challenges,...
by Tinyboss
Fri Jan 05, 2018 8:25 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338468

Re: Friday Facts #224 - Bots versus belts

Related to the (IMO excellent) suggestions to limit beacon overlaps, what if we added another tier (or two or three) of beacons? A "Beacon 2" would have, say, 5x the range as a normal beacon, and would stack without penalty. A Beacon 3 could have 20x range, and fully stack with all lower b...
by Tinyboss
Fri Jan 05, 2018 8:20 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338468

Re: Friday Facts #224 - Bots versus belts

This is completely the wrong place for this comment, but it's a simple idea: If the devs want to make things more interesting again, there's something they haven't explored. Instead of space-constrained logistics...what about time? Where are the items that must be transferred between points A and B...
by Tinyboss
Fri Jan 05, 2018 7:49 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338468

Re: Friday Facts #224 - Bots versus belts

The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this: <good arguments> I therefore suggest the real issue here is free infinite power through s...
by Tinyboss
Fri Jan 05, 2018 7:37 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338468

Re: Friday Facts #224 - Bots versus belts

I suggest making the beacon itself have decreasing returns (so there's little point maximizing the overlap) Ooh, I like this, at least in principle. I agree that going for an "8-8" beacon/assembler layout really pushes belts out in many cases. Of course, I'd like a solution that allows us...
by Tinyboss
Fri Jan 05, 2018 4:31 pm
Forum: General discussion
Topic: Cliffs :(
Replies: 21
Views: 11939

Re: Cliffs :(

Cliffs are pretty and cool, no doubt about it, but I just don't think they belong in factorio. I agree. They're the first Factorio feature that is actually less than it appears to be. The fake height just rubs me the wrong way, when the defining feature (IMO) of Factorio is that everything is real ...
by Tinyboss
Thu Jan 04, 2018 6:14 pm
Forum: General discussion
Topic: Dev's should add a thing to crafting
Replies: 1
Views: 1452

Re: Dev's should add a thing to crafting

It would make handcrafting much more pleasant, for sure. Which is a good reason not to add it, IMO.
by Tinyboss
Thu Jan 04, 2018 6:10 pm
Forum: General discussion
Topic: [POLL] Concrete in 0.16
Replies: 51
Views: 18447

Re: [POLL] Concrete in 0.16

On the other hand, concrete should not be a perfectly smooth slab with no cracks. Concrete needs expansion joints every so far to prevent it from cracking due to temperature changes, so there is a perfect justification for a grid pattern. Plus, the grid was one of the main attractions for me. I lik...
by Tinyboss
Thu Jan 04, 2018 6:00 pm
Forum: General discussion
Topic: So many barrels...
Replies: 7
Views: 3265

Re: So many barrels...

Rakshasa wrote:When can we start carrying electricity using bots?
As soon as we can barrel steam!
by Tinyboss
Wed Aug 30, 2017 6:47 pm
Forum: Ideas and Requests For Mods
Topic: [Request] "Bootstrap Challenge" scenario
Replies: 3
Views: 1583

[Request] "Bootstrap Challenge" scenario

I want a scenario to use for my "Bootstrap Challenge" . Here's what I need it to do. I'll try to leave out the specifics as much as possible because people here probably have better ideas than I do about accomplishing it. If someone wants to just make it, that would be fantastic, but I've ...
by Tinyboss
Fri Aug 25, 2017 3:50 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Smelting where you mine
Replies: 26
Views: 63912

Re: Smelting where you mine

I fixed the image so it shows up again. As pointed out by many, this is only useful in the window between steel processing (you really need steel furnaces and medium poles) and moduled/beaconed electric furnace smelting.
by Tinyboss
Fri Aug 11, 2017 9:37 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 66459

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Buffer chests sound really useful, but I'm concerned about the added complexity for new players. People already get confused by having 5 different chest types. Adding another into the mix is definitely going to perplex people. Just look earlier in this thread for examples! By the time you've unlock...
by Tinyboss
Mon Jun 12, 2017 6:59 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 63247

Re: Train station skipping conditions

There could be a second set of rules for skipping station in addition to leave condition. Disclaimer - I haven't read the entire last year of this thread. Would it be sufficient to have a check box saying "if wait condition is already met, skip station"? IE if your wait condition is "...
by Tinyboss
Sat May 06, 2017 3:28 am
Forum: General discussion
Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
Replies: 42
Views: 14527

Re: If you could walk on pipes in Factorio, would you build less underground pipes?

I guess I'm the weirdo here. I was super frustrated the first time I tried to build an oil system, and being physically blocked by those **@#$&@ pipes was the main part of that. Now it's a pleasant exercise to minimize the obstructions and make it look as orderly as possible. I like that it feel...
by Tinyboss
Thu Apr 27, 2017 2:51 pm
Forum: Energy Production
Topic: [13.9+] Cheap no-power hysteresis in 4x4 space using belts
Replies: 8
Views: 18953

Re: [13.9+] Cheap no-power hysteresis in 4x4 space using belts

Hey Cazadore, thanks for the heads up. Dropbox made it so free users can no longer host images. I moved them to imgur.

But now that alien artifacts are gone in versin 0.15, my design is no longer viable. ;-)
by Tinyboss
Mon Apr 24, 2017 8:06 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 26986

Re: Getting rid of alien artifacts is a bad idea

umm... choice and freedom by eliminating half of the game you personally don't like doing? Would it be a step for choice and freedom if basebuilding was completely optional and you could only win the game by destroying biters? I think this is simply an overreaction to the combat experience being po...

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