Search found 1656 matches

by bobucles
Wed Jan 13, 2021 1:25 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 365

Re: Don't make a spot on the map when an atomic bomb is used

Why not fix the land with some landfill? Bulldoze the waste, replace with good land. It'd be a simple and handy mod.
by bobucles
Wed Jan 13, 2021 12:51 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 33
Views: 2820

Re: Game optimization and playability

Factory production in Factorio is incredibly fast paced. Most objects produce in seconds, and fractions of a second with beacons. Inventory space is large and trains have monolithic item transporting rates. Frankly, if you want more factory or train networks, it makes sense to start nerfing things. ...
by bobucles
Thu Oct 08, 2020 2:59 pm
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1426

Re: Electric Discharge Defense trigger on melee damage

Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage.

Of course, neither approach is very useful for surviving an acid bath.
by bobucles
Wed Sep 02, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: Make reactors glow brighter based on adjacency bonus
Replies: 4
Views: 220

Re: Make reactors glow brighter based on adjacency bonus

It would probably make more sense to have the connectors between the power plants be altered in some way. Visual clues are the best clues, and a clue directly between adjacent plants is a pretty good clue.
by bobucles
Mon Aug 31, 2020 1:56 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 23658

Re: Personal robots prioritizing nearest first

I think roboport priorities can be best resolved by letting players set their desired roboport radius. A tighter radius definitely launches bots on shorter errands and they work more efficiently as a result. Some quick modding with -5 radius on the mk.1 and mk.2 definitely gets the bots working more...
by bobucles
Mon Aug 31, 2020 1:45 pm
Forum: Ideas and Suggestions
Topic: Boop- Combinator based button presser
Replies: 0
Views: 120

Boop- Combinator based button presser

Currently there are two major types of remotes in the game, one to launch artillery and one to control the spidertron. Currently these remotes must be used manually, but what if the remotes themselves could be automated? Enter the booper, a device made strictly for pushing buttons on the remote. It'...
by bobucles
Sat Aug 15, 2020 8:09 pm
Forum: General discussion
Topic: Spidertron facts
Replies: 5
Views: 795

Re: Spidertron facts

Personal roboports only make green zones, they don't make orange zones.
by bobucles
Sat Aug 15, 2020 1:20 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 122
Views: 78607

Re: Friday Facts #120 - Spidertron

I love it.
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
by bobucles
Wed Aug 05, 2020 1:52 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 9629

Re: Friday Facts #358 - Alien decoratives & Polluted water

Ooh, a reason to rush out those efficiency modules. Playing a pure green style is a challenge all its own, but it's not impossible to avoid dealing serious damage to the environment. At least, it is quite doable until you start cranking up the marathon death world settings.
by bobucles
Fri Jul 10, 2020 11:41 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 6399

Re: Friday Facts #355 - High resolution updates

I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
by bobucles
Tue Jul 07, 2020 3:06 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 6744

Re: Friday Facts #354 - Launch party and HR power switch

ske wrote:
Sat Jul 04, 2020 10:53 am
Why does the "plug" in the power switch have two prongs while there is only one wire on the poles?
It's a proper 3 wire system if the red and green signal wires are used. But obviously gameplay trumps all.
by bobucles
Fri Jul 03, 2020 5:22 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 6744

Re: Friday Facts #354 - Launch party and HR power switch

I clicked the rocket, rocket go fooosh.
by bobucles
Fri Jun 19, 2020 10:23 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 21391

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

A troll with grenades or a troll with a nuke can do much more damage than purging your pipe network. It might be okay to give the purge effect some inertia. If it drained the system at a finite (but fast) rate, that gives the player some reaction time to go "oh shi" while still letting pla...
by bobucles
Wed Jun 17, 2020 11:49 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 21391

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

It's amazing how difficult the fluid mixing system has been to deal with. It probably would have been easier to have a warning icon whenever fluids crash in the pipe network. :lol: That and the new pipe flushing system could have taken care of most things.
by bobucles
Tue Jun 16, 2020 12:26 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 17132

Re: Friday Facts #348 - The final GUI update

I don't understand the perils of being color blind, but some of the solutions to color blindness fall under the same category as good game design. Palette swaps are generally gross, make sure that in game icons are visually distinct in some way. For example, the 3 types of modules are identical, but...
by bobucles
Fri Jun 05, 2020 1:45 am
Forum: General discussion
Topic: finally built first silo!
Replies: 13
Views: 1001

Re: finally built first silo!

What this means, is to produce all 100 percentage points of the rocket, you only need to supply the silo with 5/7 of the materials, or about 72%. That 40% Productivity translates to a roughly 28% materials savings in terms of parts per rocket. But it's 28% material savings for each step of the way....
by bobucles
Fri Jun 05, 2020 1:38 am
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 663

Re: Async auto save in multiplayer but not in singleplayer?? Why??

Ah, but if you VM a linux machine to host a server, then you can get the fork command in windows for the async save. :roll: #bigthink
by bobucles
Fri May 29, 2020 9:36 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 12865

Re: Friday Facts #349 - The 1.0 plan

This These values also includes some optimizations implemented by Rseding.
You're going to kill the proofreading team at this rate! :lol:
by bobucles
Sat May 16, 2020 7:05 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 7239

Re: Friday Facts #347 - New hope demo levels

Eiermann wrote:
Sat May 16, 2020 5:24 pm
I would separate the resources in Level 05 because it would just confuse new players when you end up with a mixed up belt and everything gets stuck.
But that's also a good challenge for players to contend with. Better to teach it early rather than never.
by bobucles
Fri May 15, 2020 3:48 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 7239

Re: Friday Facts #347 - New hope demo levels

Over 5 years of optimizing the game to the limits, and it all gets spent on graphical overhauls in a month. Never change, game industry! :mrgreen:

I tease, I tease. It's nice to see more shiny things in Factorio. Can't go wrong with shinies.

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