Search found 13 matches
- Fri Oct 20, 2017 7:25 am
- Forum: Ideas and Suggestions
- Topic: Balance (lategame) improvements
- Replies: 3
- Views: 1617
Re: Factorio (lategame) improvements
"Factorio is sort of like Legos. We build factories from tiny little pieces. What you are suggesting is to bring back the 2000-2010 era of Lego, where sets were made from a small number of large pieces, limiting creativity. I don't want that. Me neither. I am not suggesting a small number of l...
- Wed Oct 18, 2017 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Balance (lategame) improvements
- Replies: 3
- Views: 1617
Balance (lategame) improvements
After you started Factorio, your factory get's bigger, you need more of everything, so you build more to get even bigger. That is a lot of fun for me. Many people do a restart or stop playing after sending up a rocket. For me the game starts there, so my factories are growing to Megabases. I am miss...
- Mon Oct 16, 2017 8:39 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Re: Space Power
Thank you, didn't know about that. Maybe i will give this or (advanced solar mod) a try if i can't advance without... but it would making me sad, because i started this playthrough to make everything 100% in vanilla.
- Mon Oct 16, 2017 8:20 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Re: Space Power
What's your reason for moving away from mods? It is just for this playthrough. I like Bob mods, angels, 5Dim's and many small more :) When you are going big in vanilla, you have a lot of challenges, mainly in logistic. What i am really searching for is a way that improves the production chain inste...
- Mon Oct 16, 2017 7:57 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Re: Space Power
...But I'm personally against the idea that any single building/structure should eradicate the complexity of Factorio for nearly no benefit other than space saving, even mods like Factorissimo don't remove the complexity by cramming it all into one does everything building because you still have to...
- Sun Oct 15, 2017 10:27 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Re: Space Power
Performance-wise, space power would have almost no impact. You just have your assembling machines for the Solar-Satellites (or whatever), there are maybe needed 20 AM's (with all stuff an circuits needed, maybe a few hundred) depending on how fast you want to produce them. "A few hundret assem...
- Sat Oct 14, 2017 7:26 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Re: Space Power
@ eradicator Nuclear power is a good solution, but as i wrote i am voting for a solution (could be even nuclear), where you have to invest more in your production line than placing down 6000 steam turbines or 300K solarpanels. Performance-wise, space power would have almost no impact. You just have ...
- Fri Oct 13, 2017 7:45 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6283
Space Power
Space Power There is not really a solution in vanilla to power a Megabase, that requires 20GW or even more. 20x nuclear setup (each >1GW) --> performance issues. >300'000 Solarpanels and >250'000 accumulators (without mods?, it is just work and not much fun that you want in a game). Instead of layi...
- Thu Oct 12, 2017 9:44 am
- Forum: Ideas and Suggestions
- Topic: Add "Next Station Enabled" to train wait conditions
- Replies: 15
- Views: 6763
Re: Add "Next Station Enabled" to train wait conditions
If you have a "Waiting"-Station and the next shedule of your train is one or even multiple train Stations with the same name with enable and disable conditions, the train will stay at the "Waiting"-Station till the next Station is enabled. I make this with my Fuel train. I have a...
- Wed Oct 11, 2017 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Mining
- Replies: 37
- Views: 14524
Re: Lategame Mining
I'm kind of in the middle on this one - a mining drill that mines faster might be nice, or maybe even one with a slightly larger mining area, but I think what you're suggesting is too much. I agree that one mining drill covering an entire ore patch doesn't really fit with the feel of the game. Have...
- Wed Oct 11, 2017 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Mining
- Replies: 37
- Views: 14524
Re: Lategame Mining
While it makes some sense I am strongly against solutions like large coverage mining facility. The whole sense of Factorio game is building big things using small pieces. And the complexity of the result is the actual task for you to solve. If you are aiming for a megabase you should be able to sol...
- Wed Oct 11, 2017 9:24 am
- Forum: Ideas and Suggestions
- Topic: Lategame Mining
- Replies: 37
- Views: 14524
Re: Lategame Mining
I second the suggestion for a mining drill/facility that could cover a large area (eg 20x20). Less entities required for late game mining will hopeful mean more ups in large bases. (I wouldn't care if this was unable to accept sulphuric acid, and hence could only mine iron/copper/coal/stone. That w...
- Wed Oct 11, 2017 7:46 am
- Forum: Ideas and Suggestions
- Topic: Lategame Mining
- Replies: 37
- Views: 14524
Lategame Mining
My conclusion after reading through the posts Mining productivity research is "King" in this case and it is already implemented :D . Best additional solution would be a MKII, maybe even a MKIII drill at additional material costs to produce. This means more assembling = more Factorio! Mini...