Search found 231 matches

by Hedning1390
Sun Oct 11, 2020 5:19 pm
Forum: Gameplay Help
Topic: Nest and a-bomb texture changes permanent?
Replies: 3
Views: 197

Re: Nest and a-bomb texture changes permanent?

You can plaster over them with concrete/stone. I am not sure what happens if you then remove the concrete/stone though. Some parts are removed when you place them, same as with bushes and stuff on normal grass. For nests its things like the slime and the pits of... whatever that is. The cracked mud...
by Hedning1390
Sun Oct 11, 2020 1:34 pm
Forum: Gameplay Help
Topic: Nest and a-bomb texture changes permanent?
Replies: 3
Views: 197

Nest and a-bomb texture changes permanent?

Biter nests and atomic bombs causes texture changes on the ground. Are these permanent? Do these have any gameplay effects such as changing pollution absorption?
by Hedning1390
Thu Oct 08, 2020 6:46 pm
Forum: Gameplay Help
Topic: How to deal with all these biters?
Replies: 19
Views: 694

Re: How to deal with all these biters?

You can sit in one spidertron yourself with a power armor designed for that, then control one more spidertron with a remote. 2 with some practice. However in your case any manual work is too much work with biters set to maximum. I'd say just claim the area that your artilleries have cleared, then mo...
by Hedning1390
Wed Oct 07, 2020 5:57 pm
Forum: Gameplay Help
Topic: Insterter speed loading from belt
Replies: 3
Views: 237

Re: Insterter speed loading from belt

There are many answers, depending on your specific problem. For example, my favorite problem is maximizing UPS with belt to assembling machine. The answer there is underground exit, side load, near side only. Thanks for the answer. The question was about speed, but ups may become important too. My ...
by Hedning1390
Wed Oct 07, 2020 3:17 pm
Forum: Gameplay Help
Topic: Insterter speed loading from belt
Replies: 3
Views: 237

Insterter speed loading from belt

Hello, I'm returning from 0.15-0.16 and it seems loading from sideways undergrounds are now really bad, so what is the fastest way to supply the inserter? I tried some different setups and here are the results for the fastest 6 I tried: It seems right lane fed underground exit < far inside curve < c...
by Hedning1390
Tue Jun 12, 2018 4:45 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 5054

Re: Why are 60 UPS = 1s?

You can change it to 50 ups by typing the following into console: /c game.speed=5/6. Note that this will also affect fps. As far as the engine is concerned with respect to in-game time passing per tick and units (as a result), there are still 60 ticks per second. All the console command does is tel...
by Hedning1390
Sun Jun 10, 2018 11:26 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 5054

Re: Why are 60 UPS = 1s?

You can change it to 50 ups by typing the following into console: /c game.speed=5/6. Note that this will also affect fps.
by Hedning1390
Fri Jun 08, 2018 1:30 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

I thought we were in agreement here that productivity modules are obscenely overpowered. I never agreed to that. I think efficiency modules are underpowered but producticity are well balanced with the amount of speed that is available andthe current recipes. Here's what I said earlier: It rebalance...
by Hedning1390
Thu Jun 07, 2018 4:52 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

The main reason to use them would be to stretch the supply of a scarce resource on maps without a general abundance of all resources. So what about speed and efficiency? 4xSpd3 in Assem 3s gives +200% speed=300% speed in total for +280% energy consumption=380% of base energy consumption. You can ge...
by Hedning1390
Thu Jun 07, 2018 6:07 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 4508

Re: Enemies on Very Low, Very Small, Very Poor…

Do you think by testing I was standing by a nest and used console to change the settings, and then expected the nest to change before my eyes? How stupid do you think I am? What I did was I generated a map with one set of settings then started a new game with the same seed but different settings and...
by Hedning1390
Thu Jun 07, 2018 5:18 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 4508

Re: Enemies on Very Low, Very Small, Very Poor…

Maybe it somehow affects new settlements then, because it has no effect on the generated nests, even further out. I have tested and the nests are identical.
by Hedning1390
Thu Jun 07, 2018 2:13 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 4508

Re: Enemies on Very Low, Very Small, Very Poor…

Ranakastrasz wrote:Very small scales the size of bases down.
Only frequency affects biter bases. The other two settings work on everything else but not biter bases.
thereaverofdarkness wrote:1.) size setting does almost nothing
It does absolutely nothing.
by Hedning1390
Thu Jun 07, 2018 1:32 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

Without beacons, you now actually have reasons to consider not just using prod in buildings, and then the idea of making energy efficient setups that are also fast (e.g. 3xEff3+1xSpd3) becomes something worth considering relative to prod modules. How would removing 8/12 modules affecting each assem...
by Hedning1390
Wed Jun 06, 2018 3:33 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

Like I said in the continuation of that quote: ...unlike other production which provides new logistics challenges at different levels. Edit: Just for reference of what new late game challenges can be; this station can service 110k iron plates per minute: https://i.imgur.com/zWiZ133.png This is a lit...
by Hedning1390
Wed Jun 06, 2018 3:26 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

I think eff3 should have something like 5000% to make sure a single module, even in a beacon, will put the machine on it's lowest consumption level. BlakeMW's and two of my suggestions already do basically that, except it takes 2, not 1. First of all it's not 2 v 1. It's 2 v 1/2 (beacons only trans...
by Hedning1390
Wed Jun 06, 2018 2:09 am
Forum: Gameplay Help
Topic: Conditional Safe Rail Crossing
Replies: 6
Views: 1978

Re: Conditional Safe Rail Crossing

Only stop the player on a yellow signal. In all other cases stop the train instead.
by Hedning1390
Wed Jun 06, 2018 1:28 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

No matter how powerful the efficiency module becomes, you'll never think it's worth using. That's false. I have made a suggestion for buffing efficiency modules that I think would make them worth it in many situations: Efficiency needs more of a buff. I think eff3 should have something like 5000% t...
by Hedning1390
Tue Jun 05, 2018 4:34 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

I don't disagree with any of that. What I disagree with is that with my proposed changes, nobody would use efficiency modules, as you suggested. You have been suggesting that with my proposed changes, the modules are fundamentally unbalanced and that there is one optimal way to set them up. I disag...
by Hedning1390
Mon Jun 04, 2018 11:11 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

I'm not locked into anything, but if you disagree which of my reasons do you disagree with? Do you disagree that Factorio is about solving logistics problems? Do you disagree that all logistics problems are located in your factory and not in expanding solar? Do you disagree that building more compac...
by Hedning1390
Mon Jun 04, 2018 9:41 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 7823

Re: How to fix module balance

Ok, I didn't realize "output rate" was combined crafting speed and productivity. Still 35% better than the one with the 2 efficiency modules.

Go to advanced search