Search found 242 matches
- Tue Jun 25, 2024 8:51 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1220
Re: Burner inserter is misplaced
The burner inserter makes everything harder, so it should be placed at the end rather than the start, since people are worse at the start but better at the end. You don't put the boss at the start and the tiny rat at the end. To be placed at the end it should be better than electric inserters, not ...
- Tue Jun 25, 2024 8:49 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1220
Re: Burner inserter is misplaced
[Koub] Moved from General directly into Won't implement. There's 0 chance the burner inserter, a pre-electricity tech, will ever be moved to the end of the tech tree. It was a complaint about the misplacement of the burner inserter that made it pointless and bloat rather than fun and useful. If I i...
- Tue Jun 25, 2024 8:46 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1220
Re: Burner inserter is misplaced
Improvements in technology are deliberately designed and engineered to make things easier . As such it makes sense that advancing down a progression path for things to get easier. Did you miss the part where this is a game, so it should follow general game design rules? People skip the burner inser...
- Sun Jun 23, 2024 1:10 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 15
- Views: 4982
Re: I made a thing. (4 way Overhead Rail intersection).
Anyone who's played cities skylines have a million different ideas for overly advanced intersections. I know I have.
- Sun Jun 23, 2024 12:53 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1220
Burner inserter is misplaced
The burner inserter makes everything harder, so it should be placed at the end rather than the start, since people are worse at the start but better at the end. You don't put the boss at the start and the tiny rat at the end. To be placed at the end it should be better than electric inserters, not w...
- Sun May 12, 2024 2:54 pm
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 3395
Re: Removing rcu?
Anyway here are the first original plans for the Space Platforms: https://www.factorio.com/blog/post/fff-74 It was as early as February 2015. That is now more than 9 years ago. ^^ Things always take longer or go a different path from what you optimisti If the rocket itself is a placeholder, then I ...
- Sat May 11, 2024 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 3005
Re: Please Make Science Packs Less Abstract
For science the progress bar and the productivity bonus progress bars are lies. The only ones in the game. It was probably made that way because even one of each flask has pretty major value and you wouldn't want to lose that the same way you lose resources when mining buildings of any other type (i...
- Sat May 11, 2024 8:40 pm
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 3395
Re: Removing rcu?
Them being able to move forward with their original intentions of the game without having to consider old placeholder baggage. You cannot convince me that they have placeholder baggage in the game 4 years after the full release, which in turn was after 4 years in EA. EA is where you do minor tweaks...
- Sat May 11, 2024 10:43 am
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 3395
Re: Removing rcu?
Anyway if it is true... good riddance. Always disliked that part. It shall not be missed from my side considering there are 3 different eletronics chips already. ^^ RCU is a test if you can actually produce all 3 circuits in large quantities. It basically doubles the production requirement of all 3...
- Sat May 11, 2024 10:38 am
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 3395
Re: Removing rcu?
Is this true? and if it is; what is the reason to remove rcu in the base game? Yes. To simply rocket production. Do you see how that makes sense for the expansion where the rocket is low tech while it doesn't make sense for the base game where the rocket is supposed to be the end-game challenge? I ...
- Fri May 10, 2024 7:56 pm
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 3395
Removing rcu?
Someone said they will remove rcu when 2.0 is released, even if you don't buy the expansion, for no apparent reason as no new building (except an inserter merger) or production chains from the expansion was going to be added. Is this true? and if it is; what is the reason to remove rcu in the base g...
- Sun Oct 11, 2020 5:19 pm
- Forum: Gameplay Help
- Topic: Nest and a-bomb texture changes permanent?
- Replies: 3
- Views: 1599
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...
- Sun Oct 11, 2020 1:34 pm
- Forum: Gameplay Help
- Topic: Nest and a-bomb texture changes permanent?
- Replies: 3
- Views: 1599
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?
- Thu Oct 08, 2020 6:46 pm
- Forum: Gameplay Help
- Topic: How to deal with all these biters?
- Replies: 19
- Views: 9639
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...
- Wed Oct 07, 2020 5:57 pm
- Forum: Gameplay Help
- Topic: Insterter speed loading from belt
- Replies: 3
- Views: 1488
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 ...
- Wed Oct 07, 2020 3:17 pm
- Forum: Gameplay Help
- Topic: Insterter speed loading from belt
- Replies: 3
- Views: 1488
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...
- Tue Jun 12, 2018 4:45 pm
- Forum: General discussion
- Topic: Why are 60 UPS = 1s?
- Replies: 26
- Views: 13265
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...
- Sun Jun 10, 2018 11:26 pm
- Forum: General discussion
- Topic: Why are 60 UPS = 1s?
- Replies: 26
- Views: 13265
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.
- Fri Jun 08, 2018 1:30 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25874
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...
- Thu Jun 07, 2018 4:52 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 25874
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...