Search found 49 matches
- Thu Mar 17, 2016 4:23 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311277
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Bob its probably been said some point before in the last two years, but the naming schema for the inserters is currently a bit off. Assuming we have an inserter with two belts belt (4 lanes) on each side as follows [A l B][C l D] X [1 l 2][3 l 4] Standard, fast and smart inserters take from lane C/D...
- Thu Mar 17, 2016 3:40 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196407
Re: Solar panels less of a no-brainer
tbh that's what you basically do with all the rest of the game : fiddle some hours until you find a layout that suits you, blueprint it, and after it's just click, click, you're done. Why should energy production be so different ? Every other chunk of the game, once automated, leads on to harder ch...
- Thu Mar 17, 2016 2:38 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 39977
Re: Accumulators are too cheap
A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution. Accumulators + Solar is the easy solution to an energy problem that has many potential solutions. There is no point using those other options while acc...
- Thu Mar 17, 2016 2:36 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21253
Re: Overpowered strategies
Accumulator charge, discharge, and retention should be changed to account for this, and make them less godly. Values should be modable too really. A typical NiMH battery takes 150% electricity to charge, discharge can be anywhere from a 20% to 100% efficiency, depending on current draw. They also h...
- Thu Mar 17, 2016 2:34 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21253
Re: Overpowered strategies
Bob - thanks - I had no idea that there were two damage researches that stack for gun turrets (i.e. the dedicated gun turret damage one and the handheld damage one). Still, when I use a mix of lasers and gun turrets the biters never make it into range of the gun turrets in the first place so its rat...
- Thu Mar 17, 2016 12:15 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21253
Re: Overpowered strategies
Bob - show your maths on the Turret vs Laser DPS please - mine shows Lasers capping out at fully 20% higher dps
And they have 50% more range, not "a bit more".
And they have 50% more range, not "a bit more".
- Thu Mar 17, 2016 12:11 pm
- Forum: General discussion
- Topic: Challenging enemies
- Replies: 18
- Views: 6354
Re: Challenging enemies
Pollution is the single biggest driver of difficulty. Try the "no solar, no accumulators" challenge.
- Thu Mar 17, 2016 12:10 pm
- Forum: General discussion
- Topic: Annoyances associated with Factory building
- Replies: 41
- Views: 12709
Re: Annoyances associated with Factory building
A remote outpost running out of repair packs.
- Thu Mar 17, 2016 12:06 pm
- Forum: General discussion
- Topic: SOLAR or STEAM [poll]
- Replies: 72
- Views: 36417
Re: SOLAR or STEAM [poll]
Almost no-one LIKES solar power/accumulators. We just use it because its so overpowered compared to the pollution and fuel-using steam alternative.
- Thu Mar 17, 2016 11:53 am
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 112
- Views: 115180
Re: Have Some Questions Before I Buy.
I dont know anyone who enjoyed their first 2-3 hours in Factorio and who then didnt go on to 100 hrs + Given a AAA game often has less than 10-20 hours gameplay and zero replay value (maybe eked out to 50+ hours for the dedicated multiplayer adherents, which are maybe 5% of players), I think thats p...
- Thu Mar 17, 2016 8:56 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196407
Re: Solar panels less of a no-brainer
tbh that's what you basically do with all the rest of the game : fiddle some hours until you find a layout that suits you, blueprint it, and after it's just click, click, you're done. Why should energy production be so different ? Every other chunk of the game, once automated, leads on to harder ch...
- Thu Mar 17, 2016 8:53 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21253
Overpowered strategies
The definition of overpowered for the purposes of Factorio needs some thought. Its not a competative or even a PvP game, so balance is not determined by how well competing players can do against each other. Instead, in my mind Factorio is a game where the goal of game design is fun gameplay while in...
- Thu Mar 17, 2016 8:32 am
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 39977
Re: Accumulators are too cheap
MeduSalem's proposal is great.
People saying "if you dont like solar, dont use it" fundamentally shouldnt be posting in a BALANCING forum.
A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution.
People saying "if you dont like solar, dont use it" fundamentally shouldnt be posting in a BALANCING forum.
A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution.
- Wed Mar 16, 2016 1:20 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196407
Re: Solar panels less of a no-brainer
Its seems stupid that there is a power solution that, once you have it automated one time, is effectively the last bit of non-trivial gameplay you do in that entire resource (power). It seems especially stupid that this method offers EVERY advantage except cost over its alternative. I do think the m...
- Tue Mar 15, 2016 1:28 pm
- Forum: Balancing
- Topic: Battery, battery MK2
- Replies: 4
- Views: 1986
Re: Battery, battery MK2
I think this would be great. It would also be really useful to have a way to charge batteries outside of the suit, from your main electricity grid.
Early on only having solar panels to power your suit sucks.
Early on only having solar panels to power your suit sucks.
- Tue Mar 15, 2016 10:44 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 100943
Re: [0.12.x][v0.12.6] Bob's Enemies Mod
I think its good that biters can attack turrets behind walls. The vanilla larger biters list this as a feature.
- Fri Mar 11, 2016 6:34 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 149626
Re: RTS direction
I have an idea for the RTS element of Factorio that is in keeping with its existing features and (relatively) easy to bolt on. You would construct robot factories which would be assigned recipes for particular kinds of fighting robot, and would have a "target" designated using the minimap....
- Fri Mar 11, 2016 6:29 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196407
Re: Solar panels less of a no-brainer
Zhab again thats an argument ot make it difficult to scale up, not to keep it exactly as it is.
I've yet to meet a Factorio player who has put in more than about 20h who hasnt basically "completed" power production because they have unlimited free solar.
I've yet to meet a Factorio player who has put in more than about 20h who hasnt basically "completed" power production because they have unlimited free solar.
- Fri Mar 11, 2016 6:28 pm
- Forum: Ideas and Requests For Mods
- Topic: "Factory layout testing mod"
- Replies: 2
- Views: 1113
"Factory layout testing mod"
This should be an easy mod to create. Effectively all it would need is: 1. Full research from outset. 2. Manual crafting of all items - recipes set to nothing and 0s (or if that isnt possible, say, 1 coal/0.1s for a stack of 50) and as a bonus if possible: 3. A new item that loads and unloads fully ...
- Fri Mar 11, 2016 4:54 pm
- Forum: Balancing
- Topic: Target prioritising of turrets
- Replies: 23
- Views: 31316
Re: Target prioritising of turrets
This isnt a balancing issue - its the downside of using turret creep to kill biter spawns (which IMO should be made much harder anyway)