Search found 109 matches
- Wed Jan 10, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Quality upgrade via single machine
- Replies: 2
- Views: 1226
Quality upgrade via single machine
As per title i'd like to propose reducing the quality upgrade mechanic to a single machine. Something like an "upgrader" which takes 10 equal items of equal quality and puts out 1 of that item of the next quality. Quality limitation is enforced by only permitting inputs up to a certain qua...
- Fri Jun 24, 2022 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 6089
Re: Auto-sort chests when player opens inventory
So seen it makes sense to add this button to every inventory. Even players inventory when he turned off auto-sorting. This gave me a weird idea: Auto-sort for player-inventory is an exception to auto-sorting changing the game-mechanics because players don't interact with inserters and stuff. What i...
- Wed Jun 22, 2022 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 6089
Re: Auto-sort chests when player opens inventory
Probably a good idea to change the title. I really meant it to improve the players ability to deal with inventories other than the personal one and not as a global potentially-exploitable change of the game mechanics. I can easily see how sorting every chest-inventory on every content-change could k...
- Mon Jun 20, 2022 7:19 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 37096
Re: Please make trains able to run over evolved aliens
Ok, here's my data so far, more tests depend on my mood. velocity change of 1 locomotive hitting (killing) a medium biter (75hp) column 1: velocity before impact , column 2: velocity after impact L1m.txt velocity change of 2 locomotives hitting (killing) a medium biter (75hp) column 1: velocity befo...
- Sun Jun 19, 2022 7:48 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 37096
Re: Please make trains able to run over evolved aliens
I assume train push-back is not implemented because it is not trivial to implement properly and the effort isn't worth it. Is there a documentation of the impact mechanism somewhere? I would have sworn to have seen it once but searching through the wiki i couldn't find it. As long as the exact mecha...
- Sun Jun 19, 2022 10:22 am
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 6089
Auto-sort chests when player opens inventory
Simple and stupid: Would it be possible to enable auto-sorting for chests? Since it is mostly for the player one could do the sorting only if a player has the chest open if it would otherwise have computation-limiting issues. I did a quick search and found no related posts nor did i find anything ex...
- Fri Sep 24, 2021 6:24 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37627
Re: What are the most impractical items in Factorio?
I would like to revise my previous statement of barreled fluids being useless. I remembered an edge-case where they are invaluable: When you play in high difficulty settings, setting up large pollution-producing outposts is hard, especially for far-away patches. Like oil. Also, in the beginning one ...
- Fri Sep 24, 2021 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 17147
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod. Should be quite simple with https://wiki.factorio.com/Types/EntityPrototypeFlags#.22not-repairable.22 Exactly what i was searching, ...
- Thu Sep 23, 2021 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 17147
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod.
- Wed Sep 22, 2021 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 17147
Re: Can we please make constructions bots avoid fire?
-Change bot stats to : 60hp, 90% Acid resistance, 95% Fire resistance -Make bots unrepairable (idea copied from some other post in this threat) The stats are copied from destroyer bots. The increased fire resistance should make it much more likely that bots can survive repairs during fire. Acid resi...
- Thu Jul 22, 2021 5:43 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37627
Re: What are the most impractical items in Factorio?
Items i consider useless: -lamps (except for visual signaling, which i don´t do) -piercing level ammo (gun/shotgun) -tanks (and related ammo) -distractor robots Items i don´t use due to playstyle/preferences: -cluster grenades -slowdown/poison capsules (rarely i use poison for worm sniping) -destroy...
- Sat Feb 20, 2021 7:02 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 9023
Re: [1.1.5] slow stickers - player and spidertron
If you run in a very small circle, your average velocity is 0, so the spit will be aimed at where you are (and hit). If you run in a larger circle, the aim will be off the mark, but still closer than without averaging your velocity (probably?, i didn't go through all scenarios). At least it should m...
- Sat Feb 20, 2021 4:06 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 9023
Re: [1.1.5] slow stickers - player and spidertron
I agree that acid pools are kind of OP, especially their stacking slow and since vehicles don't have the characters dodging ability i would very much welcome some sort of change. As far as i'm concerned the change could be to have spitters/worms use the character speed averaged over the last half-se...
- Fri Feb 19, 2021 12:23 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 21765
Re: Efficiency Module Scaling
One of the challenges with finding a place for efficiency modules is that their only effects are to reduce energy consumption and pollution production. Both issues can alternatively be dealt with by building more power plants and more defenses. The only situation in which I see efficiency modules b...
- Sat Jan 09, 2021 3:02 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 18482
Re: Game optimization and playability
At first and second readings, you appear to be saying that Factorio won't ever be optimised enough until a saved game can be expanded until either the player's death of old age, or the universe winds down enough to make life as we know it impossible, whichever comes first. I wouldn´t strictly say i...
- Sat Jan 09, 2021 2:03 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 18482
Re: Game optimization and playability
I´ve seen a few answers saying basically "Improving performance won´t do since then people will just build bigger factories until they hit performance again". I would like to argue that this is not true. Building a factory takes time. Building a bigger factory takes more time. Humans have ...
- Sat Jan 09, 2021 3:07 am
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 15300
Re: Armour & Gun quickbar location question
Counterpoint: The right side was already cluttered with stuff, map, entity info, so might as well keep all the stuff there and have a full free screen to the left.
And I saw the option to move it to the quickbar. Didn´t do it for me.
And I saw the option to move it to the quickbar. Didn´t do it for me.
- Fri Jan 08, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 15300
Re: Armour & Gun quickbar location question
+1
Please Please PLEEEEEASE give me a checkbox to move the Armor/Gun quickbar to the right again. Bonus points for explaining the reason for moving it.
Please.
Please Please PLEEEEEASE give me a checkbox to move the Armor/Gun quickbar to the right again. Bonus points for explaining the reason for moving it.
Please.
- Sat Dec 26, 2020 1:38 pm
- Forum: General discussion
- Topic: Factorio is two games: pre and post robots.
- Replies: 55
- Views: 18281
Re: Factorio is two games: pre and post robots.
As far as I understand, the prime reason that throws you off of testing your theories yourself is that you simply lack the finger skill required to keep up with your thoughts. Have you thought about writing a bot to do that for you? Building a factory is basically just executing a very elaborate scr...
- Sun Dec 20, 2020 3:53 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 12173
Re: Come up with new infinite research
Military research may not be theoretically infinitely usefull, but in practice, reaching that point (killing behemots with anything with one shot) will not happen anytime soon. On biter-heavy maps, upgrading damage can heavily reduce the effort you need to put into defending your territory as well a...