Search found 314 matches

by vampiricdust
Mon Aug 12, 2019 8:09 am
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 36926

Re: Friday Facts #307 - 0.17 stable candidate

I like calling it the "Construction Bot delay" change instead. And agreed, made the game just a little bit more un-fun just in time for stable. *whew* that was close. Bots are always getting the shaft. It's not a minor delay either. I am playing through a pure vanilla play through and it ...
by vampiricdust
Tue Aug 06, 2019 10:01 am
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 60694

Re: Friday Facts #306 - Experimental Demo

Alright, so I finished a play through of 0.17.62 version. Compilatron is still a pain. He sits right where I want to build my steam engines. Lot better than the first version of this Introduction scenario, but perhaps he should sit closer to the water where he's less likely to be in the way. The bit...
by vampiricdust
Mon Aug 05, 2019 5:56 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.62] Introduction Scenario Error
Replies: 1
Views: 2128

[wheybags] [0.17.62] Introduction Scenario Error

Factorio Error.png This is 100% vanilla, no mods are active. I am at the part where the bitters are coming from the west. I've gotten past this point before in a previous run of this, but this time I built a wall of turrets with an ammo belt feeding them. Every time I try to trigger the Compilatron...
by vampiricdust
Tue Jul 30, 2019 6:00 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 280018

Re: Friday Facts #305 - The Oil Changes

Solid fuel can and will constitute a sufficient resource sink if tuned correctly on the chemical science pack. First off, remember that this balance by solid fuel is only necessary until advanced processing is researched, because cracking will take over at that point. Therefore, only a rather narro...
by vampiricdust
Mon Jul 29, 2019 5:58 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 280018

Re: Friday Facts #305 - The Oil Changes

So, I tried implementing the Heavy + Petroleum gas BOP. Option 1: Solid fuel in Chemical science pack, Sulfur made from PG - "don't make me produce SF inefficiently" people will hate. I don't find it to be a huge deal though, and it would be completely clear that AOP unlocks more efficien...
by vampiricdust
Sun Jul 28, 2019 7:24 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 280018

Re: Friday Facts #305 - The Oil Changes

This is an interesting idea, though i will counter it with the fact that I rather doubt most smelting setups are built to accommodate piping. It also feels far more modded than anything else so far suggested. It's a new puzzle! I would make the furnace a 3x3 furnace and so piping would not be anyth...
by vampiricdust
Sun Jul 28, 2019 7:10 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 280018

Re: Friday Facts #305 - The Oil Changes

“Pushing robots back is not fun.” This was pretty much my first response when I first heard about the whole idea, but now I’d say it’s really not that huge difference between late logistic and early blue science, especially with the basic refinery being quicker to set up. I will be observing this v...
by vampiricdust
Sun Jul 28, 2019 6:40 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207411

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

In all honestly, you should get rid of light and heavy oil, it serves no purpose other than to make things complicated for the sake of being complicated. Just have everything made from petroleum and be done with it, let advance oil processing just make more petroleum per crude oil. Why complicate t...
by vampiricdust
Mon Jul 22, 2019 1:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207411

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

I am quite surprised how many times I have read "the problem of multiple output refining is just delayed" in a bad meaning. It's delayed because you're not actually helping players realize there is a new puzzle to be solved, you're pushing the problem back. Adding the mod bottleneck into ...
by vampiricdust
Sun Jul 21, 2019 2:41 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207411

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

Well, it's nice to see that belts are being pushed back in tech for once, but of course bots have to get smacked as well. For all the work of getting oil going, it's extremely lacking in uses. You use oil for: plastic, lubricant, and solid fuel. That's it. You need tons of plastic, a tiny amount of ...
by vampiricdust
Sat Jun 02, 2018 12:30 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372192

Re: Friday Facts #225 - Bots versus belts (part 2)

Thank you for this wonderful welcome in the community, condescending and patronizing. You did not even try to show me why I would be wrong. You did not even try to reason. I tried to read and inform myself on the topic, I watched let’s plays. And I started to agree with both point of views on bots ...
by vampiricdust
Thu Apr 12, 2018 2:34 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372192

Re: Friday Facts #225 - Bots versus belts (part 2)

:evil: We already figured out this math a long time ago. Bots not only have all those special item transporting advantages over belts, but after getting fully upgraded they straight up move more stuff. Of course they move more stuff after you upgrade them. However, if you invested all the resources...
by vampiricdust
Tue Apr 03, 2018 5:55 pm
Forum: News
Topic: Price change
Replies: 108
Views: 40081

Re: Price change

The only thing that worries me is the infrastructure the game needs to run, especially the mod portal. Well the game runs without the mod portal, but you get me, to experience the full experience with mod management integrated into the game, the mod portal has to be up. Hosting the mod portal will ...
by vampiricdust
Tue Mar 06, 2018 9:06 pm
Forum: General discussion
Topic: Factorio Campaign: A story idea
Replies: 0
Views: 987

Factorio Campaign: A story idea

Something is wrong. The colony didn't respond and we came down to investigate, we were shot down by dozens of bugs shooting acidic fluids at us. By the time we realized what it was, it had melted through the ship and it was filled with smoke in seconds. Somehow managed to make it the escape pod, bu...
by vampiricdust
Wed Jan 31, 2018 6:03 am
Forum: General discussion
Topic: trains, bridges and improvements to the rail system
Replies: 33
Views: 21498

Re: trains, bridges and improvements to the rail system

Would it be possible then to mod in a subway station? Like, use a new layer underground that only allows train tracks except where there's a subway station. It would sort of act like Factorissimo, but have an infinite layer that that matches up the subway stations.
by vampiricdust
Mon Jan 22, 2018 9:51 pm
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 46035

Re: Belts vs Bots - A response to FFF #224

Alright, well. I've had my fill of debating people's opinions. You guys dont bother reading and facts dont matter. Well, hope they nerf bots into oblivion so at least all you guys are happy.
by vampiricdust
Mon Jan 22, 2018 8:19 pm
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 46035

Re: Belts vs Bots - A response to the latest FFF

m44v wrote: you're making an hyperbole.
No, it isn't. The whole point is resource management... Factorio is a resource management game. Saying resource costs doesn't matter is saying the whole point of the game doesn't matter. Tell me how Factorio isn't a resource management game...
by vampiricdust
Mon Jan 22, 2018 8:07 am
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 46035

Re: Belts vs Bots - A response to the latest FFF

However, I will argue that bots are balanced relatively to belts by research costs & straight up construction costs. Let's define endgame as "the point where you have researched everything and can build anything". Therefore, by definition, research costs and construction costs don't m...
by vampiricdust
Mon Jan 22, 2018 6:58 am
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 46035

Re: Belts vs Bots - A response to the latest FFF

This is the core issue at hand. A sandbox game offers possibilities, but the furthest of these possibilities requires you to use bots. The problem with that is there are those on the bot side that say these possibilities should be kept away from those who use belts. If you told a pro-belt player th...
by vampiricdust
Sun Jan 21, 2018 6:11 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372192

Re: Friday Facts #225 - Bots versus belts (part 2)

That's what I was trying to say, just put in other words. The game about belts and the game about bots are, in a way, two different games. So Factorio as a whole, being, by the very-late-game, about bots (as they provide higher throughput, more convenience and lower CPU load than belts) is mainly a...

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