Search found 231 matches
- Sun Oct 11, 2020 5:19 pm
- Forum: Gameplay Help
- Topic: Nest and a-bomb texture changes permanent?
- Replies: 3
- Views: 1331
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: 1331
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: 7691
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: 1229
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: 1229
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: 10885
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: 10885
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: 21892
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: 21892
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...
- Thu Jun 07, 2018 6:07 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 10369
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...
- Thu Jun 07, 2018 5:18 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 10369
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.
- Thu Jun 07, 2018 2:13 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 10369
Re: Enemies on Very Low, Very Small, Very Poor…
Only frequency affects biter bases. The other two settings work on everything else but not biter bases.Ranakastrasz wrote:Very small scales the size of bases down.
It does absolutely nothing.thereaverofdarkness wrote:1.) size setting does almost nothing
- Thu Jun 07, 2018 1:32 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Wed Jun 06, 2018 3:33 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Wed Jun 06, 2018 3:26 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Wed Jun 06, 2018 2:09 am
- Forum: Gameplay Help
- Topic: Conditional Safe Rail Crossing
- Replies: 6
- Views: 4011
Re: Conditional Safe Rail Crossing
Only stop the player on a yellow signal. In all other cases stop the train instead.
- Wed Jun 06, 2018 1:28 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Tue Jun 05, 2018 4:34 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Mon Jun 04, 2018 11:11 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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...
- Mon Jun 04, 2018 9:41 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 21892
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.