Search found 74 matches

by Nefrums
Fri Feb 26, 2021 8:41 pm
Forum: Not a bug
Topic: [1.1.25] canceling upgrades with upgrade planer can brake underground belts
Replies: 3
Views: 438

Re: [1.1.25] canceling upgrades with upgrade planer can brake underground belts

If you don't want to fix it i understand, it is not a important bug.
No need to make up some excuse that this is wanted behavior. :lol:
by Nefrums
Fri Feb 26, 2021 9:32 am
Forum: Not a bug
Topic: [1.1.25] canceling upgrades with upgrade planer can brake underground belts
Replies: 3
Views: 438

[1.1.25] canceling upgrades with upgrade planer can brake underground belts

When using the shift - upgrade planer to cancel upgrade orders, underground belts can become disconnected. Upgrading one side of a underground belt places upgrade orders on both sides of the underground belt. Canceling the upgrade on one side of the underground belt does not cancel the upgrade of th...
by Nefrums
Thu Jan 14, 2021 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
Replies: 7
Views: 1717

Re: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment

This is not fixed in 1.1.11
At least not if you start dragging from a belt just outside of reach.
by Nefrums
Wed Dec 30, 2020 12:30 am
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 6641

Re: Factorio is two games: pre and post robots.

I agree that the game before and after bots are very different, but the exponential curve is mush slower than what you expect. There are also several game engine limitations that are important. You cant have more than like 2-3k entities blueprinted before the bot construction queues start to slow do...
by Nefrums
Tue Nov 24, 2020 9:23 am
Forum: Ideas and Suggestions
Topic: Add modules from map mode
Replies: 1
Views: 241

Add modules from map mode

TL;DR
Add module place orders from map mode
What ?
I want to be able to insert modules into assemblers etc. from map mode. So bots can bring them.
Why ?
You can already replace modules with other modules, but not insert new/more modules.
by Nefrums
Tue Aug 25, 2020 10:47 am
Forum: Balancing
Topic: Defence economy balance
Replies: 65
Views: 7003

Re: Defence economy balance

Here is an example on what infrastructure you need to have to keep three turrets firing constantly. To me it feels wrong that gun turrets require 8x the power as laser turrets do. All research up to pre utility and production: DPS for gun turrets with red ammo: (10 + 11) * (8 + 17.92) = 544.32 DPS ...
by Nefrums
Mon Aug 24, 2020 6:19 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 65
Views: 7003

Re: Defence economy balance

jodokus31 wrote: ↑
Mon Aug 24, 2020 6:14 pm
My gut feeling agrees, that flamers are a bit too resource efficient.

I also would like, if you could reliable insert/fill up to 10 - 20 ammo in turrets without too much clicking and checking, but that's another topic
Cntr-right click, 3 times. First with ammo in hand then 2 times without.
by Nefrums
Mon Aug 24, 2020 5:32 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 65
Views: 7003

Re: Defence economy balance

Having in average three turrets shooting at any given time was of course just an arbitrary reference point. If it is realistic or not depends on base size/map etc etc.

Red ammo is acctualy not more expensive per damage dealt to most types of biters before you gain very high levels of damage tech.
by Nefrums
Mon Aug 24, 2020 11:29 am
Forum: Balancing
Topic: Defence economy balance
Replies: 65
Views: 7003

Defence economy balance

TL;DR Defense economy of Factorio needs better balance. It is a flaw in the otherwise very well balanced game. What ? I suggest that the amount of bullets in a magazine is increased to 32 and that the flamethrower turret consumption is increased to 50/s Why ? Building a efficient defense in Factori...
by Nefrums
Fri Mar 20, 2020 4:49 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37310

Re: Friday Facts #339 - Beacon HR + Redesign process

I think it looks good.
Have you considered having the center spire rotating?
by Nefrums
Tue Feb 18, 2020 6:28 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 11220

Re: Version 0.18.7

I think that most of the new sounds are an improvement. The silo sound is awesome! But there is a volume problem. Background sounds needs to be lower than player action feedback sounds! The sound of gunfire or simple feedback sounds like entity placed sounds needs to have significantly higher volume...
by Nefrums
Fri Jan 31, 2020 7:28 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 10479

Re: Friday Facts #332 - More sounds & Map color tweaks

I also line the new sounds, except the biter attack alert sound, that will take some time to get used to.

Nice to see you featuring good streamers in the fff! 8-)
by Nefrums
Mon Sep 30, 2019 8:38 am
Forum: Gameplay Help
Topic: Early game large bitter bases clearing
Replies: 8
Views: 1900

Re: Early game large bitter bases clearing

The easiest way to do this with low tech stuff is grenades. Put up a defensive line of turrets and walls outside of worm range, go in and spam grenades retreat back if biters start to surround you. Trick is to not get hit by the worms. Fairly easy once you get the hang of how worm targeting works. J...
by Nefrums
Sun Jul 28, 2019 4:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 108392

Re: Friday Facts #305 - The Oil Changes

But that does not solve the issue of blocked output.
by Nefrums
Sun Jul 28, 2019 3:17 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 108392

Re: Friday Facts #305 - The Oil Changes

you'd need lots of sulfur, you'd end up with excess petroleum if you use AOP or BOP or even Coal Liquefaction. EDIT: the other risk is if you want to produce a lot of accumulator, you'd need to consume the PG somehow. This is a big deal, and the response I gave to why there are so many things in PG...
by Nefrums
Sun Jul 28, 2019 2:13 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 108392

Re: Friday Facts #305 - The Oil Changes

you'd need lots of sulfur, you'd end up with excess petroleum if you use AOP or BOP or even Coal Liquefaction. EDIT: the other risk is if you want to produce a lot of accumulator, you'd need to consume the PG somehow. This is a big deal, and the response I gave to why there are so many things in PG...
by Nefrums
Sat Jul 20, 2019 1:31 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83219

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

I think the changes are good!
It'll make the game slightly slower for us speedrunners, sub 1h bots will be a real challenge now.

I think it would make more sense to move sulfur and batteries to after chemical sci too. Only affects accumulatiors.
by Nefrums
Mon Jul 08, 2019 11:04 am
Forum: Minor issues
Topic: [0.17.54-2] Update planner actions continue after deconstruction planner
Replies: 5
Views: 749

Re: [0.17.54-2] Update planner actions continue after deconstruction planner

I agree that deconstruction should apply to the upgraded entities, making the upgrade unesesary.

While fixing this could you also fix that bluepriting copies the upgraded entities? Really annoing when you copy a build without noticeing that one random item has not been upgraded yet.
by Nefrums
Sat Jun 22, 2019 3:56 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 8
Views: 1474

Re: First logistic chests

After the first research you are able to use logistics bots to transport items from chests to the player.
The second tech gives the more useful ability to transport items from chests to chests.

Go to advanced search