Search found 23 matches

by Pandrosos
Thu Oct 17, 2019 11:16 am
Forum: Ideas and Suggestions
Topic: Logistics robots should not remove repair packs from roboports
Replies: 1
Views: 32

Logistics robots should not remove repair packs from roboports

Currently (as of 0.17.69) logistics robots will remove repair packs from roboports to fulifil a logistics request. In my view they should not. Since the roboport has slots for repair packs it invites the player to supply them. I would argue that the natural and obvious way to supply them by bot is t...
by Pandrosos
Fri Oct 11, 2019 2:48 pm
Forum: Balancing
Topic: Chemical science pack suggestion
Replies: 3
Views: 230

Re: Chemical science pack suggestion

The science pack recipe requiring *different* numbers of ingredients matters I think, because it adds complexity to larger setups. You can't just get optimal ratios out of have one belt of each input, you have to think a bit more. A 2:2:2 ratio would take that away.
by Pandrosos
Fri Oct 11, 2019 2:41 pm
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 717

Re: Belt speeds

Considering the wide range of item crafting times and the multipliers on crafting speed in the machines, I'm not sure the factorisation of the belt speed in items/s matters much. Slowing down yellow and red in order to make 1 blue = 2 red without problems with high-speed belts might be an idea thoug...
by Pandrosos
Fri Oct 11, 2019 2:31 pm
Forum: General discussion
Topic: Follower Robot Count - infinite research
Replies: 3
Views: 221

Re: Follower Robot Count - infinite research

Mining productivity is also linear progression. I can only surmise it's because extreme levels in these two are less overpowered than in the others. Conversely the requirement for artillery firing speed goes up even more rapidly than most. Follower robot count is the sole infinite research required ...
by Pandrosos
Tue Oct 08, 2019 1:24 pm
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 334

Re: Robot energy math

Indeed I'd say the game balance is against using large numbers of personal robots for large builds. They're better suited for smaller work where your batteries can cover the use, then recharge while you're moving on to the next build or going to get more supplies. Worker robot speed makes very littl...
by Pandrosos
Fri Oct 04, 2019 2:15 pm
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 19
Views: 379

Re: Tiered difficulty for nests

Don't we already have that? Nests further from the spawn point will be larger with more spawners and worms, and the worms will be more powerful. I found that noticeable in my current save. The tank was very effective up to a point, but on my long explorations I'm encountering biter bases that are ju...
by Pandrosos
Wed Oct 02, 2019 9:12 pm
Forum: Gameplay Help
Topic: Early game large bitter bases clearing
Replies: 8
Views: 368

Re: Early game large bitter bases clearing

If the biters aren't actually squatting the oil patch, you should be able to defend it. You could opt to rush efficiency modules and solar panels, the former to cut down the biter attacks on the outpost and the latter to save having to run power poles through dangerous territory. (But you'll still n...
by Pandrosos
Wed Oct 02, 2019 8:35 pm
Forum: Gameplay Help
Topic: Harmless Wildlife?
Replies: 5
Views: 222

Re: Harmless Wildlife?

Don't assume it will stay that way. I've seen some big hordes of small biters in the early game. It depends partly on the luck of the draw map wise. If you start in a grassland with forests around your pollution won't spread easily. If you start in a desert it spreads much further. Biter bases are r...
by Pandrosos
Wed Sep 25, 2019 12:40 am
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 585

Re: Poison Capsule tweaks

Causing pollution would make sense flavour-wise, but I think to actually make a difference it would need to be enough to make affected spawners produce more enemies. That would make it an extremely concentrated pollution-producer compared to other stuff in the game. It also indirectly nerfs the use ...
by Pandrosos
Sun Sep 22, 2019 2:26 am
Forum: Gameplay Help
Topic: conveyor belts not combining correctly inconsistent
Replies: 4
Views: 200

Re: conveyor belts not combining correctly inconsistent

This could have happened when building the thing depending on how exactly you put it together. Agreed. If you place the belts, then one splitter, then the other, then during the interval with only one splitter present it will load both sides of the output belts. And if that's not it, there's many o...
by Pandrosos
Thu Sep 19, 2019 5:57 pm
Forum: General discussion
Topic: Using Cars for Logistics
Replies: 10
Views: 839

Re: Using Cars for Logistics

I think the only time I specifically used a car for logistics was when I was getting my first artillery set up. I parked the car so it'd be filled with artillery shells, then later on drove it out to my turrets. But I soon switched to an artillery train instead. To reliably drive a car back and fort...
by Pandrosos
Tue Sep 17, 2019 1:38 pm
Forum: Gameplay Help
Topic: Safe way to combine manual and automatic trains?
Replies: 11
Views: 408

Re: Safe way to combine manual and automatic trains?

If you want to drive manually you can use the circuit network to make things more human-friendly. You can read the status of rail signals and use that to control lamps and speakers that are more visible, and set up warning lights ahead of the signal itself for when you're driving at speed (like how ...
by Pandrosos
Tue Sep 17, 2019 1:15 pm
Forum: General discussion
Topic: [0.17.68]Indirect landmine "Nerf"
Replies: 5
Views: 639

Re: [0.17.68]Indirect landmine "Nerf"

Then to get robots you "only" need lube, which "only" needs advanced oil... :D which means robots are further back in the game than they were before the oil change. A fair point that I hadn't considered. The new oil means you can go a lot further with a setup that only makes gas, but to then make h...
by Pandrosos
Sun Sep 15, 2019 12:32 am
Forum: Balancing
Topic: Make nightvision internal buffer bigger
Replies: 13
Views: 3874

Re: Make nightvision internal buffer bigger

With the exception of the roboports, all the armour equipment has similarly very small buffers. The system is designed around the use of batteries to meet night-time demand if using solars, as well as demand surges. Indeed batteries in armour are there for the same purposes as accumulators in your f...
by Pandrosos
Sun Sep 15, 2019 12:21 am
Forum: General discussion
Topic: [0.17.68]Indirect landmine "Nerf"
Replies: 5
Views: 639

Re: [0.17.68]Indirect landmine "Nerf"

Not used the landmines myself. But they need explosives, which means they need an oil refinery going anyway. The big leap in the mid-game is getting oil up and running - once that's done, blue science is only a small step further.
by Pandrosos
Fri Sep 06, 2019 11:33 am
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1261

Re: pumps seem useless for long distance pipes?

Let's say I have 1000 sections of pipes, and at the end I put a pump This is your problem. Put it this way: machines that produce or consume a fluid already have their own pump built in. Putting a pump at the beginning or end of a pipe run thus doesn't do much. To boost flow you need a pump in the ...
by Pandrosos
Sat Aug 31, 2019 12:07 am
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 368

Re: how many chem plants would you use...?

The most reliable approach is to provide sufficient cracking to turn all the heavy and light oil into gas, and control the cracking with the circuit network. This means that provided there is some demand for gas the refinery will not stop due to blocked outputs, and for realistic demand levels it pr...
by Pandrosos
Mon Aug 19, 2019 10:43 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 277
Views: 55452

Re: What happened to Multithread?

Indeed. I don't know how well Factorio is multithreaded. I do know that it's very well optimised, and that's what matters. Unless you're on a very poor computer you won't suffer lag until you're firmly into megabase scale, well beyond the game's notional goal.
by Pandrosos
Thu Aug 15, 2019 12:55 am
Forum: General discussion
Topic: Factorio age rating?
Replies: 24
Views: 1418

Re: Factorio age rating?

TIL massacaring hordes of biters isn't "explicit" violence. I think what's meant by this is it lacks detail or in-your-face-ness. Sure the giant insects go splat and you see a bit of purple whatever, but even if you zoom way in it's hardly graphic. When a player character gets killed you see even l...
by Pandrosos
Mon Aug 12, 2019 2:33 pm
Forum: Gameplay Help
Topic: Ore burners making coal
Replies: 5
Views: 312

Re: Ore burners making coal

Yeah. Unlike most other machines, miners cannot have their product removed by inserters, rather they directly output onto a tile or whatever is there. For burner miners, inserters add or remove the *fuel*. So in your case the miner is trying to deposit ore onto the inserter's base, not its pickup po...

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