Search found 108 matches

by mudcrabempire
Fri Jun 24, 2022 5:15 pm
Forum: Ideas and Suggestions
Topic: Auto-sort chests when player opens inventory
Replies: 10
Views: 1119

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...
by mudcrabempire
Wed Jun 22, 2022 4:29 pm
Forum: Ideas and Suggestions
Topic: Auto-sort chests when player opens inventory
Replies: 10
Views: 1119

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...
by mudcrabempire
Mon Jun 20, 2022 7:19 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 80
Views: 22284

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...
by mudcrabempire
Sun Jun 19, 2022 7:48 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 80
Views: 22284

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...
by mudcrabempire
Sun Jun 19, 2022 10:22 am
Forum: Ideas and Suggestions
Topic: Auto-sort chests when player opens inventory
Replies: 10
Views: 1119

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...
by mudcrabempire
Fri Sep 24, 2021 6:24 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 88
Views: 19973

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 ...
by mudcrabempire
Fri Sep 24, 2021 4:35 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 7929

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, ...
by mudcrabempire
Thu Sep 23, 2021 5:53 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 7929

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.
by mudcrabempire
Wed Sep 22, 2021 8:14 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 7929

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...
by mudcrabempire
Thu Jul 22, 2021 5:43 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 88
Views: 19973

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...
by mudcrabempire
Sat Feb 20, 2021 7:02 pm
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 5128

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...
by mudcrabempire
Sat Feb 20, 2021 4:06 pm
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 5128

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...
by mudcrabempire
Fri Feb 19, 2021 12:23 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 13052

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...
by mudcrabempire
Sat Jan 09, 2021 3:02 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 44
Views: 10889

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...
by mudcrabempire
Sat Jan 09, 2021 2:03 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 44
Views: 10889

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 ...
by mudcrabempire
Sat Jan 09, 2021 3:07 am
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 36
Views: 8619

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.
by mudcrabempire
Fri Jan 08, 2021 9:54 pm
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 36
Views: 8619

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.
by mudcrabempire
Sat Dec 26, 2020 1:38 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 10997

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...
by mudcrabempire
Sun Dec 20, 2020 3:53 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 6813

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...
by mudcrabempire
Mon Sep 14, 2020 9:32 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 17718

Re: I can't beat it...

I don't think it's worth on this kind of map. I mean eventually you'll need to clean up some bases, however @jodokus31 made a valid point, that w/ this map, pollution will just spread further, so it doesn't really matter that much. On this map you'll need to clean up quite a huge section to get eno...

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