Search found 124 matches

by KatherineOfSky
Fri May 06, 2016 9:13 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71538

Re: Friday Facts #137 - The release scarecrow

I agree with others -- the name should definitely be changed. "Rapid" is too close to "fast", especially for new players, and general communication slip ups. I too like the idea of having separate tech trees. Losing the stack bonus on the standard inserters is a massive change......
by KatherineOfSky
Fri May 06, 2016 3:52 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71538

Re: Friday Facts #137 - The release scarecrow

Legitimate according to who ? Legitimate because of what ? I agree that the rapid inserter will create new creative opportunities, that is not in question. When I said "legitimate" it was in reference to Zeblote's post: I wanted to point out that not only silly contraptions would be affec...
by KatherineOfSky
Fri May 06, 2016 3:18 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71538

Re: Friday Facts #137 - The release scarecrow

Why is a stack bonus *needed* so you can make a contraption that was never intended? I think you missed the first two sentences of my post: For me, it's not about need -- it's about creativity, and having the options to design a factory using innovative and interesting ways of transporting A to B. ...
by KatherineOfSky
Fri May 06, 2016 2:10 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71538

Re: Friday Facts #137 - The release scarecrow

You know, where actually do you need the stack bonus anyway? For me, it's not about need -- it's about creativity, and having the options to design a factory using innovative and interesting ways of transporting A to B. Having seen several people play on Youtube, as well as experimenting on my own,...
by KatherineOfSky
Fri May 06, 2016 2:02 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71538

Re: Friday Facts #137 - The release scarecrow

The new rapid inserter mechanics certainly look interesting, and will be an adventure to play with! I am, however, concerned especially for long-handed inserters. Would it be possible, (please!), to have a Long-Handed Fast Inserter to make up for their stack size nerf? I'm excited about the train st...
by KatherineOfSky
Wed Apr 27, 2016 10:07 pm
Forum: General discussion
Topic: Hello!
Replies: 5
Views: 2111

Re: Hello!

Welcome to your latest obsession! :-)
by KatherineOfSky
Wed Apr 27, 2016 10:04 pm
Forum: General discussion
Topic: Trainnetwork; Left Handed Driving Or Right Handed Driving.
Replies: 24
Views: 28030

Re: Trainnetwork; Left Handed Driving Or Right Handed Driving.

My trains drive on the right... though I kinda wish I could place the signals inside the tracks since it would eliminate so much up/down movement of my character when placing the outside ones. Of course, when personal roboports are researched, I just plonk down a blueprint with tracks, power poles, ...
by KatherineOfSky
Wed Apr 27, 2016 9:58 pm
Forum: General discussion
Topic: End game/Fog of War
Replies: 4
Views: 1860

Re: End game/Fog of War

The devs are still working on the endgame. Quite a number of people optimize their designs, and also have their own goals -- launch a rocket every 30 seconds, etc. ... or put speed modules into every machine and see if the ore trains can keep up. Personally, when I get to a point where I am "fi...
by KatherineOfSky
Wed Apr 27, 2016 9:55 pm
Forum: General discussion
Topic: Productivity modules: where do you draw the line?
Replies: 52
Views: 20207

Re: Productivity modules: where do you draw the line?

I tend to only use them in end-game products, like blue chips (Processing units), Rocket control units, etc. They use up so much power & speed, that I often balance them with either a speed module or efficiency module. I do, however, use them in Labs and purple science production with a beacon a...
by KatherineOfSky
Wed Apr 27, 2016 9:52 pm
Forum: General discussion
Topic: can combinator simplify the refinery control?
Replies: 4
Views: 1861

Re: can combinator simplify the refinery control?

Good vid showing the combinator, but he does exactly the same setting that could be done right in the pump itself! I'm guessing for more than one condition you can use those numbered signals to go from the output of one to the input of another.. I'll have to try it out. Thanks. :) Indeed! I've crea...
by KatherineOfSky
Mon Apr 18, 2016 1:56 am
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 36923

Re: Friday Facts #134 - Signal placement indicator

I really like the new signal placement helper. (And I had no idea that signals in the midst of out-curves break blocks! No wonder I was getting those flashing lights.)

Really looking forward to this in-game. Woot!
by KatherineOfSky
Mon Apr 18, 2016 1:05 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73739

Re: Friday Facts #133 - The train struggle

I strongly feel this is a huge waste of time. 1. Trains are a "nice to have". Constructing the railways is tedious, setting up the automation is a headache. The user experience issues (which will be fixed) aside, You can easily win without even going through the extra trouble of building ...
by KatherineOfSky
Tue Apr 12, 2016 7:27 pm
Forum: General discussion
Topic: More official campaign?
Replies: 3
Views: 1651

Re: More official campaign?

I found the Campaign to be pretty much a tutorial, nothing more.

You can set any conditions you want with the Map Generator -- make long thin strips of land with biters everywhere.... or huge tracts with very low resources and peaceful aliens. Pretty much endless possibility.
by KatherineOfSky
Sun Apr 10, 2016 2:49 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73739

Re: Friday Facts #133 - The train struggle

The Heavy Inserter looks very interesting. I'll be anxious to see how it stacks up against the Fast Inserter in actual game play. Glad to see that work is being done on the train system -- while the current situation is not bothersome to me, it will be a good quality-of-life improvement, especially ...
by KatherineOfSky
Mon Apr 04, 2016 4:32 pm
Forum: General discussion
Topic: Military suggestion
Replies: 13
Views: 5698

Re: Military suggestion

I am not contradicting myself. In fact, you've proved my point -- using automated defenses is end-game. huh? your previous comment has no point, I don't understand what your trying to convey here, there is no way currently to clear a path to iron or copper from the biters, without using your person...
by KatherineOfSky
Sun Apr 03, 2016 10:13 am
Forum: General discussion
Topic: Military suggestion
Replies: 13
Views: 5698

Re: Military suggestion

It's more a game about building a supremely automated production facility. way to contradict yourself, why attack biters manually when you have the technology to do it automated ? then same with setting up new copper/iron mines, its gets tedious and repetitive. I am not contradicting myself. In fac...
by KatherineOfSky
Sat Apr 02, 2016 3:36 pm
Forum: General discussion
Topic: Military suggestion
Replies: 13
Views: 5698

Re: Military suggestion

The game really isn't about military conquest -- there is nothing to be gained from the biters except Artifacts and Territory. Once most people have set out a large territory for their base, they simply defend their perimeter. It's more a game about building a supremely automated production facility...
by KatherineOfSky
Sat Apr 02, 2016 3:26 pm
Forum: General discussion
Topic: Inserters and 90°
Replies: 7
Views: 4085

Re: Inserters and 90°

As Koub said, there really isn't much that can't be done with 180' inserters. All you need is to leave plenty of space around assembly units. Don't crowd things. There's also a visual recognition that comes from having inserters all the same configuration -- in HUGE factories, you can tell at a glan...
by KatherineOfSky
Sat Apr 02, 2016 3:22 pm
Forum: General discussion
Topic: Who is the player, REALLY?
Replies: 1
Views: 1600

Re: Who is the player, REALLY?

OMG.... you're right!

Maybe we could assimilate the biggest of the biters and have them transport stuff from various parts of our bases... who needs logistic drones? Same for replacing turrets with worms.... oh the possibilities.

Research Nano-probe technology! :geek:
by KatherineOfSky
Sat Apr 02, 2016 3:20 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 65521

Re: Friday Facts #132 - Side Project

Whislt I use an iPhone, and look forward to the day I can factorio on the phone, I personally disagree with running factorio in the background. Why? Battery life. I have my phone already optimised to the max to extend battery life and I have absolutely no interest in a power sucking app killing my ...

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