Search found 6 matches
- Thu May 02, 2019 6:58 am
- Forum: Ideas and Suggestions
- Topic: x < N, anything/everything. Real math or "Factorio" math?
- Replies: 19
- Views: 4393
Re: x < N, anything/everything. Real math or "Factorio" math?
Imo, we should have two dual combinator symbols, one that is "for all" (or product or meet) and it's dual "there exists" (or sum/union or join). The "for all" signal would do what it says on the tin - it checks if all signals are less than N, and the "there exists&...
- Sun Apr 28, 2019 2:22 am
- Forum: Bob's mods
- Topic: Advanced Classes
- Replies: 1
- Views: 1509
Advanced Classes
Are there plans to add higher tier classes/bodies to bob's classes, or are the higher tiers of power armor meant to invalidate them? I think that instead of having miner, builder, scout mk2 with larger bonuses, it might be better if higher tier of classes could instead be modeled on the mid and late...
- Sun Apr 21, 2019 8:02 am
- Forum: Bob's mods
- Topic: Uses for pollution producing modules?
- Replies: 9
- Views: 4695
Uses for pollution producing modules?
I still make pollution producing modules just for completion's sake, but I've never actually used them, because I have no idea why I would. Has anybody figured out some sort of use case? Like a military outpost that somehow lures biters away from your main base?
- Tue Mar 19, 2019 8:45 am
- Forum: General discussion
- Topic: Theory: Compilatron is a double agent
- Replies: 3
- Views: 1543
Theory: Compilatron is a double agent
As we all know, there has a been a string of recent Compilatron murders: https://forums.factorio.com/viewtopic.php?f=226&t=66276 Ask yourselves, how many players will Compilatron lead to their death during the tutorial? Compilatron gives you a false sense of security, acting as your friend and p...
- Mon Mar 18, 2019 8:38 pm
- Forum: Balancing
- Topic: 0.17 Chemical science pack recipe
- Replies: 4
- Views: 2820
Re: 0.17 Chemical science pack recipe
I think the only balancing reason you would want blue science to have such a high craft time is that it makes you spend more modules and beacons on it. The first time I played factorio (before I calculated ratios), I remember wondering why I was getting so little blue science, which is certainly may...
- Mon Mar 18, 2019 6:18 am
- Forum: Campaign / Scenario suggestions
- Topic: Campaign requires very little automation
- Replies: 0
- Views: 971
Campaign requires very little automation
Maybe this is just because of my playstyle, but when I played the campaign, something felt very unfactorio about it. The first thing I did after automating red science in the new base was automate ammo and then turrets, and the rest of the campaign for me was focused on automating more turrets and m...