Search found 191 matches

by MEOWMI
Fri Jul 23, 2021 8:52 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 21
Views: 1060

Re: What are the most impractical items in Factorio?

My biggest gripes are with combat robot capsules and piercing tank shells, so about 5 items. They are virtually always bad and fulfill no niche, in any situation there exists a better alternative. They don't even qualify for being useful by being lower tech tier, which is the case for many other ite...
by MEOWMI
Mon Jul 12, 2021 10:08 am
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 393

Re: Walls need to be cheaper

Walls are at least much more of a one-time investment. Ammo is even more of a resource drain, more like a resource black hole if you're constantly getting attacked.
by MEOWMI
Thu Jul 08, 2021 5:54 pm
Forum: Gameplay Help
Topic: Any good tutorials for new players?
Replies: 7
Views: 390

Re: Any good tutorials for new players?

I think the best thing by far is the demo, a.k.a. the campaign. Doesn't spoil any content you and introduces you to all the important concepts. Heck, even if you're new and want to learn the "spoilery content" right away, the demo is still one of the best ways to start off. I would heavily...
by MEOWMI
Sun Jun 06, 2021 8:40 pm
Forum: General discussion
Topic: Speed vs Productivity modules: The 12 bacon suprise
Replies: 6
Views: 763

Re: Speed vs Productivity modules: The 12 bacon suprise

It's not entirely unlike the physical damage bonus in gun turrets, which scales so well thanks to 2 bonuses multiplying each other. Whether that helps clarify it at all or not. The main difference is that productivity modules alone incur speed penalty which veils the numerical relationship and its t...
by MEOWMI
Fri Jun 04, 2021 1:43 am
Forum: Gameplay Help
Topic: [Solved] What is more UPS friendly, cut power or insufficient power?
Replies: 5
Views: 347

Re: What is more UPS friendly, cut power or insufficient power?

Intuitively, it would make sense that both are very close to just as bad, since they're both still the same state where the entity is polling for power all the time. I don't think it's the "disconnected" part that takes the UPS, it's the "checking for enough power" part. That sai...
by MEOWMI
Thu Jun 03, 2021 9:04 am
Forum: Ideas and Suggestions
Topic: Specify an output value for Decider Combinators / Negative Output Signals
Replies: 11
Views: 739

Re: Specify an output value for Decider Combinators

It was always one of those (many) weird design choices with combinators in my opinion. If you allow 1/input, just allow any value/input. Yes you can work around it easily most of the time but that's the point: why require a workaround at all? Needless to say, I support the suggestion, but I think it...
by MEOWMI
Wed Jun 02, 2021 6:38 am
Forum: Ideas and Suggestions
Topic: Map Laser Turret Color Red
Replies: 7
Views: 350

Re: Map Laser Turret Color Red

It is a minor issue but yes, it is practically the same color as enemies. Just make it bright yellow (but maybe not orange since the flamethrower has that), or pink, or a more broken red, add in some blue tint... almost anything is better. Whatever generic player entity color would be better too, ra...
by MEOWMI
Sun May 30, 2021 6:27 pm
Forum: Maps and Scenarios
Topic: The Dark Fortress
Replies: 9
Views: 1089

Re: The Dark Fortress

Ok, first impressions of the gameplay itself: I got attacked the first time at 20-30 minutes by a wave of 3 tanks , each with cannon shells, which is virtually undefendable this early (juking shots is possible but extremely difficult, you could plausibly exhaust their ammo) but even if I could, I wo...
by MEOWMI
Sun May 30, 2021 5:47 pm
Forum: Maps and Scenarios
Topic: The Dark Fortress
Replies: 9
Views: 1089

Re: The Dark Fortress

Thanks for looking into it! It still gives me some errors, but less. Items and techs related to miner vehicles prominently. I'll assume these aren't problematic anymore though. Also another thing, parts of the map start out explored: there's a long curving path, as if someone ran outward from the sp...
by MEOWMI
Sat May 29, 2021 6:27 am
Forum: Maps and Scenarios
Topic: The Dark Fortress
Replies: 9
Views: 1089

Re: The Dark Fortress

This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll try to do that as well. Edit: I do get a lot of removed entities (bottleneck stoplight, vehicle miner...), recipes and items when starting it up. Is...
by MEOWMI
Thu May 27, 2021 8:27 pm
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 1623

Re: Can there ever be a full 3D rendered Factorio?

You have to do incredible amounts of optimization to get a 3D game that looks great and runs great. Other similar games, like Dyson Sphere Program, sort of gets around part of this by having small, spherical planets so you don't have to render all the graphics at once, but that wouldn't work for Fac...
by MEOWMI
Thu May 27, 2021 7:42 pm
Forum: Energy Production
Topic: 2x2 easy nuclear with self-regulation, no bots
Replies: 2
Views: 300

Re: 2x2 easy nuclear with self-regulation, no bots

Feels a bit excessive on the steam storage, but otherwise it seems like quite a cute, neat build. Might add it to my repertoire.
by MEOWMI
Thu May 27, 2021 7:04 pm
Forum: Technical Help
Topic: Steam Sync fucks internet connection
Replies: 10
Views: 3665

Re: Steam Sync fucks internet connection

Saves can sometimes go up to like 100 megabytes, which could take quite a long time to upload to Steam cloud on a slower connection, especially with the autosaves. My biggest worlds are around 80 MB, for some reason the tower defense scenario saves are reaching 200 MB. I've disabled Steam sync since...
by MEOWMI
Wed May 12, 2021 11:59 am
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 618

Re: Red train signal set by circuit only has 1000 penalty?

I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
by MEOWMI
Mon May 10, 2021 11:38 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 618

Re: Red train signal set by circuit only has 1000 penalty?

I've been testing adding extra red signals and it's a huge hassle to add it to everything if your stations don't have the exact same rail shape at the entrance. The chained signals require multiple different circuit conditions as well... I cannot simply disable stations with circuits to work around ...
by MEOWMI
Mon May 10, 2021 7:35 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 618

Red train signal set by circuit only has 1000 penalty?

I finally encountered this problem when using trains. So, as we know, When [a] rail block is guarded by a rail signal set to red by the circuit network -> Add a [path finding] penalty of 1000. Why is this penalty only 1000 again? Wouldn't you almost always want for a red-signaled path to be extremel...
by MEOWMI
Fri Apr 16, 2021 10:53 pm
Forum: Ideas and Suggestions
Topic: Make biter aiming harder to trick
Replies: 10
Views: 639

Re: Make biter aiming harder to trick

The old projectiles were homing ("perfect hit") and back then you only had a very narrow window to dodge them by outrunning them, only accessible if you were really fast. They probably did away with them for a reason. Not to mention the current spit pools are so boderline overpowered that ...
by MEOWMI
Mon Mar 22, 2021 1:55 am
Forum: Gameplay Help
Topic: Isolated power networks and laser sentry turrets
Replies: 4
Views: 427

Re: Isolated power networks and laser sentry turrets

I played around with 0 drain laser walls for a bit a while ago, based on https://forums.factorio.com/viewtopic.php?f=193&t=69537 by Qon, and made a few changes myself, but the gist is, afaik, that the accumulator will drain yes and you need a way to maintain a certain charge level on it. Qon's s...
by MEOWMI
Sat Mar 06, 2021 9:54 pm
Forum: Gameplay Help
Topic: Fluid System - multiples
Replies: 13
Views: 1084

Re: Fluid System - multiples

Connect pumps directly to tanks and the difference in pump speed will be tremendous (provided the pump has enough fluid flowing to it to even pump). The two main rules with flow rates and tanks are: place a pump directly before the tank and directly after the tank. Otherwise the pipe connection betw...
by MEOWMI
Mon Feb 22, 2021 9:54 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 38
Views: 8976

Re: Dyson Sphere Program

Well that was a good 60-70 hours playthrough to finish the primary goal. I stand by my original post, though I wanted to note that I may have been lucky with my spawns, I'm not sure. To answer some questions: For example, while you get many of Factorio's power armor features for free at the start an...

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