Search found 1358 matches

by bobucles
Fri Dec 14, 2018 11:49 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 67
Views: 3736

Re: Friday Facts #273 - Cutscene controller & Localisation plan

he naturally does a zoom out - zoom in. I'd be curious to know if those videos gives motion sickness.
That would definitely minimize the amount of horizontal movement on the screen.
by bobucles
Wed Dec 12, 2018 12:30 am
Forum: Gameplay Help
Topic: Lab Sophistry
Replies: 9
Views: 402

Re: Lab Sophistry

Welcome to factorio. If you want something done faster, build more. More. Always more. Science labs are cheap, and science factories are huge. Chances are you can burn through potions far more quickly than you will ever be able to produce them. If you have a backup of science packs, just place down ...
by bobucles
Tue Dec 11, 2018 8:49 pm
Forum: Gameplay Help
Topic: Help calculating power requirement
Replies: 9
Views: 248

Re: Help calculating power requirement

I wonder if something screwy is happening between your accumulator bridges. Ideally all power should be going from central => outpost so all the numbers should be okay. However there is no explicit reason that energy can't travel from outpostA => central => outpostB, even though the outposts have no...
by bobucles
Mon Dec 03, 2018 12:48 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 5985

Re: Friday Facts #270 - HR Substation & Save/Load overview

I'm looking for an excuse to use those expensive and now pretty substations But there already is a valid reason to use substations. They are more effective and easier to use. There was no need to add any extra mechanic at all to push players into using higher tier poles. Just use them for the extra...
by bobucles
Sun Dec 02, 2018 4:12 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 5985

Re: Friday Facts #270 - HR Substation & Save/Load overview

But a passive energy drain per pole dosen't punish electricity over distance. It punishes the power poles themselves. The location of the power generators won't be important because the vast majority of power poles are used to cover the factory itself. You could have your huge power plant a distance...
by bobucles
Sat Dec 01, 2018 6:28 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 5985

Re: Friday Facts #270 - HR Substation & Save/Load overview

I think this fear of "lowering the maximum factory size" is a bit of a looming shadow over factorio development It's true that players will never give up their incredibly huge factories for anything. But rather than worry about what players will think (everyone is an angry grandpa who pushed their ...
by bobucles
Sat Dec 01, 2018 1:08 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 121
Views: 7069

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Panderturtle wrote:
Fri Nov 30, 2018 3:38 pm
I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
The inserter is adding items into the requester chest? Literally unplayable.
by bobucles
Wed Nov 28, 2018 12:54 pm
Forum: Ideas and Suggestions
Topic: Make Nuclear power easier on UPS
Replies: 16
Views: 470

Re: Make Nuclear power easier on UPS

It's wonderful that players want and need more factory and will destroy any obstacle on their way to industrialization, even if the obstacle is the very physics of the game itself.
by bobucles
Wed Nov 28, 2018 12:36 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 514
Views: 27043

Re: Friday Facts #266 - Cleanup of mechanics

As a mod developer i have no access to any of the tools used by wube in-house, so the "environment" part of the definition definetly doesn't fit. Ofc this applies to almost every game. So is an engine still an engine when installed on the customers system without any of the tools? I'll call it an e...
by bobucles
Wed Nov 28, 2018 12:28 pm
Forum: Ideas and Suggestions
Topic: Portable steam engine
Replies: 11
Views: 300

Re: Portable steam engine

This is more an issue with portable solar panels being so damn awful. NOTHING in factorio gains resource efficiency with tier, yet pocket fusion gives more output at a better resource efficiency than PSPs. That should be a glaring game design clue on just how bad they are. The biggest and easiest fi...
by bobucles
Fri Nov 23, 2018 11:41 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 5985

Re: Friday Facts #270 - HR Substation & Save/Load overview

The new substation is neat, but it seems to be very visually "noisy". I mean that it takes a while of staring at it to know what is going on and the important part- that it's a power system- seems to be secondary. Does it really need so many gubbins?
by bobucles
Wed Nov 21, 2018 1:06 am
Forum: Ideas and Suggestions
Topic: Crafting Priority
Replies: 9
Views: 215

Re: Crafting Priority

Currently hand crafting takes all the items required for crafting and holds them in a magic space. You can see this for yourself by doing a big craft, the items vanish and go into the queue. If you can customize the queue, you can basically abuse magic storage and break the inventory system. Just st...
by bobucles
Fri Nov 16, 2018 11:59 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 52
Views: 3213

Re: The Problem With Pickaxes - Digging Out Factorio's Core

I want the rest to be upgraded automatically as I described. What order should pieces be upgraded in? What are the choke points? What is priority for upgrading? If a factory starts upgrading junk at random, it's throwing away resources until every single choke in the production chain gets addressed...
by bobucles
Thu Nov 15, 2018 2:19 pm
Forum: Ideas and Suggestions
Topic: Place gates above diagonal rails
Replies: 17
Views: 1132

Re: Place gates above diagonal rails

Don't worry I gochu my eff ayy emm. Lore patch incoming. You see the issue is that gates utilize magnetic sensors that detect the motion of swift moving metal objects. They align and calibrate themselves on the planet's magnetic field, conveniently placed on the longitudinal axis, while stabilizing ...
by bobucles
Thu Nov 15, 2018 12:39 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 505

Re: Re-balancing Night Vision

The problem then is that factorios game goal of an ever expanding factory has bad compatibility with any sort of atmospheric low-vision scenario, Night time does not last long and it's hardly an obstacle to growing the factory, but the factorio solution to any inconvenience is simple. Build more st...
by bobucles
Thu Nov 15, 2018 2:51 am
Forum: Balancing
Topic: What would it do to fluid balance if barrels didn't unload at ludicrous speed?
Replies: 12
Views: 506

Re: What would it do to fluid balance if barrels didn't unload at ludicrous speed?

There is the possibility of removing barrels from the game entirely. It'd take a few changes to be really viable. - A fluid moving logistic bot. Basically a flying barrel that only carries liquids. - Logistic fluid tanks. Take a tank, put a pump on top and let bots use it as requester or provider. T...
by bobucles
Thu Nov 15, 2018 2:16 am
Forum: Ideas and Suggestions
Topic: Place gates above diagonal rails
Replies: 17
Views: 1132

Re: Place gates above diagonal rails

Wow, gates really can't be placed on diagonal rails. That definitely seems like an oversight.
by bobucles
Thu Nov 15, 2018 1:34 am
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 20
Views: 1388

Re: feedback: train signals are hard

I liked the idea where you hover over a train on the map, and it highlights all the rail segments the train has access to. For bonus points it could also color code the highlighted rails depending on the train signal colors. It's not too demanding on the game (1 overlay for 1 train at player request...
by bobucles
Thu Nov 15, 2018 1:25 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 52
Views: 3213

Re: The Problem With Pickaxes - Digging Out Factorio's Core

If you look at my suggestion I'm not talking about a manual upgrade planner. I'm talking about an automatic one where you define what you want to upgrade (same as upgrade planner) but the robots automatically upgrade parts of your factory they pick if you have enough items in stock. This way eventu...
by bobucles
Thu Nov 15, 2018 1:13 am
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 8130

Re: Friday Facts #268 - The modern Biter

I've seen enough degenerate crap to know that most of those topics only exist as flamebait and go nowhere. It doesn't matter what website you go to or what people discuss them, they all turn into the exact same back and forth flame war in the end. So don't feel bad if a mod nips it in the bud, it's ...

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