Search found 102 matches

by Nasabot
Fri Aug 18, 2017 9:37 pm
Forum: Balancing
Topic: Land Mines in 0.15
Replies: 14
Views: 6589

Re: Land Mines in 0.15

Landmines still dont make sense.

Even if they oneshotted any enemy(=dealing 99999 damage), they would be borderline useful.
by Nasabot
Fri Aug 18, 2017 9:34 pm
Forum: Balancing
Topic: Coal liquification too expensive.
Replies: 7
Views: 4257

Re: Coal liquification too expensive.

I agree. Coal liquification, which is actually very complex and cost intensive in terms of infrastructure, should have an easier research. Also maps do respawn in such a way that you actually dont have oil in the beginning. (or there are only 1-3 patches very bad positioned) Coal liquification shoul...
by Nasabot
Fri Aug 18, 2017 9:26 pm
Forum: General discussion
Topic: Which Coal Liquefaction setup is better out of these 2?
Replies: 10
Views: 5137

Re: Which Coal Liquefaction setup is better out of these 2?

The right one, because the left one can starve itself.

But both setups have too many redundancies imo.
by Nasabot
Fri Aug 18, 2017 9:24 pm
Forum: General discussion
Topic: Main Bus Design
Replies: 12
Views: 11583

Re: Main Bus Design

I agree. The 4/4 iron/copper lanes make no sense.

If you have a gear/green ciruit belt each, 1 iron/copper lane is sufficient.
by Nasabot
Fri Aug 18, 2017 9:15 pm
Forum: General discussion
Topic: [Poll] Is it worth switching to electric furnace
Replies: 36
Views: 23985

Re: [Poll] Is it worth switching to electric furnace

I used to transition to electric furnaces too early in most of my games. If you take a closer look, steel furnaces are actually better than an "empty" electric furnaces. The strategy I like to use is to go from stone furnaces directly to electric furnaces, also because I dont want to produ...
by Nasabot
Tue Jun 20, 2017 6:55 am
Forum: Ideas and Suggestions
Topic: Solar Modules
Replies: 4
Views: 1763

Re: Solar Modules

stone is also used in trackage. build more railroads. I could literally build rails EVERYWHERE and would not be able to deplete a 1,5m Stone field... The only thing you can do is to build stone patchs and walls EVERYWHERE and fill every tile of water. But even then you probably face an overabundanc...
by Nasabot
Mon Jun 19, 2017 5:13 pm
Forum: Balancing
Topic: 0.15 Pumpjack gives too much oil.
Replies: 19
Views: 7681

Re: 0.15 Pumpjack gives too much oil.

I agree. Oil is too abundant (on normal settings) with the new patch. If you start and have a medium sized oil patch in your vicinity and also use light oil for fuel cube it feels about right. However, in most cases there are 2-3 medium(or even big) sized oilpatches nearby and you also dont have to ...
by Nasabot
Mon Jun 19, 2017 5:02 pm
Forum: Ideas and Suggestions
Topic: Solar Modules
Replies: 4
Views: 1763

Solar Modules

There are 2 aspects in the game I see can need rework. One is the trivial solar energy and the other is the "stone economy". Both aspects can be improved in conjunction with each other. 1, Yes, Nuclear energy IS a worthwhile competitor to solar panels, but Factorio is a game where you want...
by Nasabot
Mon Jun 19, 2017 4:41 pm
Forum: Balancing
Topic: Stone costs aren't increased with Expensive Recipes
Replies: 3
Views: 1564

Re: Stone costs aren't increased with Expensive Recipes

The whole "stone economy" is completly imbalanced. Increase stone requirement by x20, then we are about in the range where it makes sense. My suggestions: -Increase concrete cost, so it is in line with stone pavement: 10 Stone bricks + 4 Stone(="Sand") instead of 5 Stone bricks +...
by Nasabot
Mon Jun 19, 2017 5:27 am
Forum: General discussion
Topic: Recycling program
Replies: 2
Views: 1656

Re: Recycling program

Unnessary. Better consider opportunity cost and integrate content which is actually adding to the game.
by Nasabot
Mon Jun 19, 2017 5:22 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 24366

Re: Pollution is counter-intuitive?

I TOTALLY AGREE! Pollution, as it is now, is very problematic. What I dislike most about pollution is, that in early game it leads to attacks from all sides. Usually, when you begin a game you have to spread somewhere out and this becomes very annoying as you are moving slow and constantly getting a...
by Nasabot
Mon Jun 05, 2017 11:44 am
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10143

Re: Beacons fully becomes the trash!

The best case szenario looks like this: Beaconed machines use more energy per product then normally, but are "better"( =less pollution/product, more producitivity, faster) but then, electricity also needs to be a non-trivial resource. The quasi-infinite nuclear power ist fine, but the sola...
by Nasabot
Sun Jun 04, 2017 12:24 pm
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10143

Re: Beacons fully becomes the trash!

I dont like beacons at all. They are bad game design and should be subsituted. What I prefer: 1, more Tiers of faster production buildings, so beacons become obsolete 2, changed beacons which work only in conjunction with one single production building. The beacon itself is then a modular building t...
by Nasabot
Tue May 30, 2017 6:14 am
Forum: Ideas and Suggestions
Topic: Hybrid tank (ground-railways)
Replies: 11
Views: 3967

Re: Hybrid tank (ground-railways)

Good idea! Nicly explained with picture! :D
by Nasabot
Mon May 29, 2017 4:42 pm
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 9851

Re: [0.15] Research pack changes - too complex/difficult

Even if iron and copper were balanced there is another aspect to consider: Using productivity modules in Copper wire production is an additional step which favours copper. So, in a normal game, productivity modules trivializes the copper cost of only product, where copper is dominant(green circuits).
by Nasabot
Mon May 29, 2017 4:35 pm
Forum: Balancing
Topic: Smooth out the assembler tiers
Replies: 16
Views: 4642

Re: Smooth out the assembler tiers

Expansive? I wonder why people use this argument for infrastructure. Infrastructure is incredible cheap compared to science, almost neglectable. (unlike you use T2-3 modules) Personally I use 3 T1 efficiency modules in miners in midgame and when available upgrade assemblers to T3 immidiatly, there i...
by Nasabot
Mon May 29, 2017 4:27 pm
Forum: Implemented Suggestions
Topic: Crude oil minimum scaling with distance
Replies: 12
Views: 3935

Re: Crude oil minimum scaling with distance

I dont see this as necessary because you can use coal for oil. Its actually good that oil is scarce and the player has to subsitute part of his oil processing with coal. And coal scales with distance like the other ores.
by Nasabot
Sun May 28, 2017 5:25 am
Forum: Gameplay Help
Topic: Steam engine vs Steam Turbine
Replies: 5
Views: 31918

Re: Steam engine vs Steam Turbine

Looking into the game file, it does not matter wheter you use engines or turbines for normal boilers.
The ratio is 1:2, so if you use 1 Boiler with 2 Engines or 1 Boiler with 1 Turbine has exactly the same effect.
by Nasabot
Sat May 27, 2017 10:57 am
Forum: General discussion
Topic: Nuclear component heat capacity
Replies: 9
Views: 4706

Re: Nuclear component heat capacity

This is something I wondered about. Yes, heat pipes are very good to store energy.
by Nasabot
Wed May 24, 2017 6:43 am
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13760

Re: Balance Barreling + Fluid Transport

I agree. The fluid transportation is not well balanced. Both fluid wagon and transportation by barrles need to be turned down drastically. A singles full fluid wagon can easily handle a big oil field, you only have to consider how long it takes to gather 75k Oil and compare it with ore transportatio...

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