Search found 174 matches
- Mon Mar 22, 2021 1:55 am
- Forum: Gameplay Help
- Topic: Isolated power networks and laser sentry turrets
- Replies: 4
- Views: 291
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...
- Sat Mar 06, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 747
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...
- Mon Feb 22, 2021 9:54 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 36
- Views: 3742
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...
- Mon Feb 22, 2021 5:10 pm
- Forum: Show your Creations
- Topic: Space Exploration Nauvis Mall
- Replies: 6
- Views: 1077
Re: Space Exploration Nauvis Mall
Looks pretty neat. Mine ended up being huge because I made almost everything from plates at-site and it didn't even have everything (and I later expanded it into specialized production for motors and so on).
- Fri Feb 19, 2021 2:19 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 36
- Views: 3742
Re: Dyson Sphere Program
I think it's a great game. Worth trying unless you're really offput by it for some reason. It plays a bit differently, but obviously there are a lot of similarities to Factorio. To me it seems clear the creators were very inspired by Satisfactory - whether you see that as good or bad - but it sort o...
- Tue Feb 02, 2021 3:17 pm
- Forum: Ideas and Suggestions
- Topic: New infinite research
- Replies: 20
- Views: 1018
Re: New infinite research
I think these could all be viable and it's a concept I've been thinking about too. Research productivity and inventory size can be tricky to implement well, but the rest are pretty straightforward. I also thought about things like structure (wall?) HP, belt speed, but I never tried these since they ...
- Tue Feb 02, 2021 3:01 pm
- Forum: General discussion
- Topic: Poll for strategies to power your equipment grid
- Replies: 24
- Views: 1572
Re: Poll for strategies to power your equipment grid
I would have a hard time saying the system's design is perfect, but it is good. Unless you exclude things like "diversify options." As for solar, I use it when I can't yet get PFR. If I can get PFR it is essentially always better. That is its whole design principle. Oh, on a related note f...
- Sun Jan 31, 2021 8:54 am
- Forum: Ideas and Suggestions
- Topic: Menuing
- Replies: 6
- Views: 287
Re: Menuing
Crafting menu tabs I guess?
- Sun Jan 31, 2021 8:51 am
- Forum: Balancing
- Topic: Acid pool stack
- Replies: 21
- Views: 989
Re: Acid pool stack
^ The only thing that makes acid pools worse is their poor visibility in terrain!
- Fri Jan 29, 2021 4:54 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 3657
Re: Nerf the Portable Fusion Reactor?
I alluded to this item (or was going to) in another discussion about armor grid size. The engineer is a very unique piece in the factory, and as part of the game balance and fun, he has to be given extra strengths. One concession on that front (a right one I think) is the inclusion of this no-mainte...
- Mon Jan 25, 2021 6:13 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 2990
Re: The thing that bothers me since game start
Here's a worse one: The belts move without any source of power.
It's just done that way to make the game more fun.
It's just done that way to make the game more fun.
- Mon Jan 25, 2021 8:56 am
- Forum: Balancing
- Topic: Spidertron grid size
- Replies: 15
- Views: 822
Re: Spidertron grid size
It would be super strong if it was bigger, almost certainly overpowered. Also, the player is supposed to be stronger than a spidertron in many ways. The engineer is by far most important thing in the factory so the higher tier equipment should match that design principle as well, and one aspect wher...
- Sat Jan 16, 2021 1:26 pm
- Forum: Technical Help
- Topic: I need help with stutter diagnosis (probably not GFX related)
- Replies: 10
- Views: 583
Re: I need help with FPS stutter diagnosis
It's useful to know, if you are able to test, do any other games cause issues? Preferably test a variety of low-load and heavy-load games.
My main line of thinking is that if it's something general, it would probably be very apparent in other games and programs too.
My main line of thinking is that if it's something general, it would probably be very apparent in other games and programs too.
- Wed Jan 06, 2021 11:41 am
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 33
- Views: 3147
Re: Game optimization and playability
There is , in fact, an extreme amount "going on behind the scenes to enhance the performance". If it wasn't there, you could probably not even reach 1k spm. Aside from further advanced optimizations, there is one method that has interested me: creating extremely costly but very UPS efficie...
- Tue Dec 29, 2020 2:14 pm
- Forum: Gameplay Help
- Topic: Power logic
- Replies: 8
- Views: 587
Re: Power logic
If I understand you correctly, either have burner inserters feed the power if it's an issue with inserters not having power, have the backup power activate before the batteries run out, at like 2% or something, or have a separate battery or two for the inserters (more than doable with circuits and m...
- Fri Dec 18, 2020 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Redo functionality
- Replies: 39
- Views: 2727
Re: Redo functionality
+1 I thought about this for a while, and I do think it's something that's definitely a good idea. Simply put, it's too easy to accidentally undo something you worked on across the map that you already forgot about and then never be able to find it again (until you realize a facility and large parts ...
- Fri Dec 18, 2020 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
- Replies: 12
- Views: 579
Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
The logistics networks will only process up to a certain amount of tasks per tick. If you have hundreds and hundreds of tasks queued up, it'll both slow down the processing of assigning individual tasks, but also mean that not all tasks may get alerts. From what I know this is relatively well known ...
- Fri Dec 18, 2020 12:21 pm
- Forum: Gameplay Help
- Topic: Trying a new (to me) type of defense, having issues.
- Replies: 6
- Views: 561
Re: Trying a new (to me) type of defense, having issues.
I, too, learned that if you don't have walls, even tiny gaps in turret coverage will cause enemies to slip through. I swear a gap as wide as just 5 tiles had enemies slip through... (for reference, this was with gun turrets.)
- Sun Dec 13, 2020 11:25 am
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 14
- Views: 750
Re: Create module request when placing ghost over existing building
It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely. That does work with the temporary blueprint method above. It is just modules that are the exception. Wait, what exactly is the exce...
- Sat Dec 12, 2020 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 14
- Views: 750
Re: Create module request when placing ghost over existing building
I'll +1 this because adding or changing modules at all with bots is a major pain to do remotely.
It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely.
It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely.