Search found 79 matches

by mudcrabempire
Thu Aug 13, 2020 4:59 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 142
Views: 351847

Re: Accumulator / Solar panel ratio

Meh, ratios in the honor they deserve but on the solar panel/accumulator ratio I've kinda given up. Space optimization is kind of whatever, since if you need high power per space, you simply don't use solar. I'm also fairly certain that solar is not the way to go for a good resource to power ratio. ...
by mudcrabempire
Thu Aug 13, 2020 4:29 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 87
Views: 8217

Re: Friday Facts #359 - Crash site: The beginning

Oh man, you guys. That crashed ship looks so good! But one tiny nitpick I have is the dirt underneath it. The state of the ground tells us the story about how the ship crashed. Like, not just "a ship crashed here" but how the crash played out. etc. +painting. As someone with a hopefully decent gras...
by mudcrabempire
Sat Jul 04, 2020 10:30 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 4880

Re: Friday Facts #354 - Launch party and HR power switch

On the topic of HR graphics, I got to get this off my chest: Increasing the resolution is NOT equal to increasing the visual technology level (e.g. updating a low-res wooden club to a high-res steel sword). I know that I'm not in charge of design, and frankly, it's not my game, so as long as the dev...
by mudcrabempire
Sun Jun 28, 2020 11:16 am
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 4883

Re: Friday Facts #353 - Trailer update

Can't say that I don't appreciate good graphics, but I gotta say.
I really loved the old bulky biters.
And seing those old locomotive graphics ... :o :geek: :oops: ... They just have something the current ones don't.
by mudcrabempire
Fri Jun 12, 2020 8:44 pm
Forum: Ideas and Suggestions
Topic: Idea for fluid mixing
Replies: 0
Views: 90

Idea for fluid mixing

An idea to try cleaning up the fluid(non)mixing mess. At least a bit. For all buildings with a fluid inlet/outlet (the outlet is more important) introduce two states: connected and disconnected. State can be different for each outlet/inlet for buildings with multiple ones. An outlet/inlet in the "di...
by mudcrabempire
Sat May 16, 2020 4:52 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 5209

Re: Friday Facts #347 - New hope demo levels

The New Hope demo levels/tutorial is fine, except that it begs the question of Backstory. Who was here before us? ---> Why another engineer, of course. And apparently a foolish one. Where is/are they now? ---> Dead? Can we locate/rescue them? ---> Haven't seen any necromancy in Factorio, but maybe ...
by mudcrabempire
Fri May 15, 2020 2:21 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 5209

Re: Friday Facts #347 - New hope demo levels

I wonder how hard it would be to have the construction drones throw grenades to clear trees But... but... all that valuable, valuable wood. :( I actually use it btw. Wooden poles forever (plus some big ones for large distances). So while it's a funny idea, it would need to be somehow controllable s...
by mudcrabempire
Wed May 06, 2020 3:34 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 976

Re: Destroyers require a buff

It won't happen. Destroyers are not misbalanced, they are conceptually not suited as a final solution to combat. As long as there are nukes and artillery, destroyers will never be a reasonable choice for biter killing. Combat robots are cheap to research, therefore provide you with a temporary boost...
by mudcrabempire
Tue Apr 14, 2020 4:52 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 1072

Re: Deathworld shouldn't be about time race

Playing against biters is always a race against time. Increasing the difficulty in any way forces you to race harder, forcing you to build "ugly but effective". It's just the way the game works. The experience you're probably looking for is marathon (since everything is more expensive the biters eff...
by mudcrabempire
Tue Mar 31, 2020 2:06 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 16
Views: 1547

Re: Efficiency Module Scaling

Eff. Module 1 -> -30% power consumption Eff. Module 2 -> -90% power consumption Eff. Module 3 -> -110% power consumption I once proposed more. It has been discussed before and I'm pretty sure it's a known "issue". Issue in "" because I'm also pretty sure that a large amount of players/modders/devel...
by mudcrabempire
Thu Mar 26, 2020 10:50 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 199
Views: 69517

Re: Attacking biters with turrets makes all weapons pointless

I disagree that turret creep makes weapons useless. Naturally, using some turrets to hold your back is a good idea or even mandatory in most cases. But: In regular mode (maybe also death world), during early game, defender bots are way better than gun turrets. Basically defender bots are cheapish mo...
by mudcrabempire
Sun Mar 22, 2020 12:52 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22055

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

Not a fan of the redesign. Most of what I think has already been said so I'll skip to something which hopefully hasn't been said. "It needs to be a tower in order to transmit the effect." No it doesn't. Towers are built to tower over their surroundings, therefore being able to do whatever they do un...
by mudcrabempire
Thu Feb 13, 2020 4:08 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 5097

Re: 0.18 DeathWorld

I keep getting the suspicion that up to a certain perimeter length, regular manual repairs and refilling with ammo takes less time than the time it takes to build these sorts of self-sustained defenses. And I also usually switch to lasers ASAP to avoid needing that kind of stuff (among other reasons).
by mudcrabempire
Thu Jan 30, 2020 2:54 pm
Forum: Ideas and Suggestions
Topic: Change of starting mechanics
Replies: 20
Views: 741

Re: Change of starting mechanics

So, adding a "mid-area" ? Being able to pick your starting spot would be amazing, but I can't see it working with the way how resources (& biters) increase exponentially from the start... Also you can kind of simulate this by just doing Escape => Restart until you find what you like ? No the "mid-a...
by mudcrabempire
Thu Jan 30, 2020 12:09 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 71276

Re: Parrallel processing in games & applications

Idk too much but when I hear the term "multithreading" I only really think about tasks that are properly parallelizable and would therefore benefit from an arbitrary number of processors. Point in case, the factor of speed you can gain from multithreading is at most the number of cores you have, in ...
by mudcrabempire
Wed Jan 29, 2020 5:01 pm
Forum: Ideas and Suggestions
Topic: Change of starting mechanics
Replies: 20
Views: 741

Change of starting mechanics

This post is motivated by the (probably well known) observation that the starting area can have a rather dramatic impact on the start of the game. Especially when playing on higher difficulties it's very important to get a good start and some maps can be unplayable highly challenging due to no other...
by mudcrabempire
Tue Jan 28, 2020 3:21 pm
Forum: General discussion
Topic: Where do you see the End Game
Replies: 23
Views: 3066

Re: Where do you see the End Game

The endgame is when your computer can't handle your world anymore.
by mudcrabempire
Mon Jan 27, 2020 7:53 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 5097

Re: 0.18 DeathWorld

I never actually use red ammo :P. The damage to resource ratio is terrible even after considering armor. The point about turtling is to always keep the defenses up to the latest tech, eg. you have to race flamer/laser before too many blues start to come. Point in case, I made it work for a DM world ...
by mudcrabempire
Mon Jan 27, 2020 5:03 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 5097

Re: 0.18 DeathWorld

Total focus on urgent automated turret, bullet, and wall production, with 5% of time/resources going towards "other". This is your problem. Your pollution causes the biter attacks, so you build more ammo + stuff, so you create more pollution, therefor biter send larger attack waves, so you have to ...
by mudcrabempire
Thu Dec 19, 2019 4:54 pm
Forum: Multiplayer
Topic: Suche Spieler für Factorio
Replies: 2
Views: 459

Re: Suche Spieler für Factorio

Hätte grundsätzlich Interesse. Habe gute Erfahrung mit Factorio aber nicht viel mit Multiplayer also kann sein dass nicht gleich alles läuft von meiner Seite. Schreib mal ne PM wenn du Interesse hast. Bezüglich Mods/Modus: Ich spiele in der Regel Vanille, Modus egal (gerne auch mal (marathon) deathw...

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